</point>
<point name="misc_laser" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
-Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush.
+Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush. Can be controlled by relays.
-------- KEYS --------
<target key="target" name="target">target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow)</target>
<string key="mdl" name="mdl">name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not)</string>
-<color key="colormod" name="colormod">color of the laser beam (default: red, that is, 1 0 0)</color>
+<color key="beam_color" name="beam_color">color of the laser beam (default: red, that is, 1 0 0)</color>
<real key="dmg" name="dmg">damage inflicted by the beam per second, or -1 for an instant-death ray</real>
<targetname key="targetname" name="targetname">name to target this (then its state is toggled)</targetname>
<real key="alpha" name="alpha">when set, makes a dark laser of the given strength; may be combined with colormod</real>
<flag key="NOTRACE" name="NOTRACE" bit="2">the laser passes through solid (faster rendering on clientside); non-FINITE lasers then never display their impact effect "mdl"!</flag>
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="3">the team that owns this will NOT get hurt</flag>
-------- NOTES --------
-Use trigger_monoflop if you want the laser to turn off for a while, then turn back on.
+Use trigger_monoflop and relay_activatetoggle if you want the laser to turn off for a while, then turn back on.
When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
</point>
func_fourier
func_pointparticles
func_vectormamamam
+misc_laser
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
func_fourier
func_pointparticles
func_vectormamamam
+misc_laser
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
func_fourier
func_pointparticles
func_vectormamamam
+misc_laser
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>