<target key="target4" name="target4">all entities with a matching targetname will be triggered.</target>
<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<real key="speed" name="speed">speed of button's displacement (default 40).</real>
-<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default], use two values to create a curve)</real>
<real key="wait" name="wait">number of seconds button stays pressed (default 1, -1 = return immediately).</real>
<real key="lip" name="lip">lip remaining at end of move (default 4 units).</real>
<real key="health" name="health">(default 0) if set to any non-zero value, the button must take damage (any amount) to activate.</real>
<targetname key="targetname" name="targetname">if set, no touch field will be spawned and a remote button or trigger field activates the door.</targetname>
<real key="health" name="health">if set, door must be shot open</real>
<real key="speed" name="speed">movement speed (100 default)</real>
-<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default], use two values to create a curve)</real>
<real key="wait" name="wait">wait before returning (3 default, -1 = never return)</real>
<real key="lip" name="lip">lip remaining at end of move (8 default)</real>
<real key="dmg" name="dmg">damage to inflict when blocked (when triggered and someone is in the way)</real>
<group name="func_door_secret" color="0 .5 .8">
Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
-------- KEYS --------
-<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default], use two values to create a curve)</real>
<real key="wait" name="wait"># of seconds before coming back</real>
<string key="key1" name="key1">first entity key with one-line description</string>
<string key="key2" name="key2">second entity key with one-line description</string>
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off.
-------- KEYS --------
<real key="speed" name="speed">determines how fast the plat moves (default 150).</real>
-<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default], use two values to create a curve)</real>
<real key="lip" name="lip">lip remaining at end of move (default 16). Has no effect if "height" is set.</real>
<real key="height" name="height">if set, this will determine the total amount of vertical travel of the plat.</real>
<real key="dmg" name="dmg">damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.</real>
<string key="message2" name="message2">death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)</string>
-------- SPAWNFLAGS --------
<flag key="BEZIER_CURVES" name="BEZIER_CURVES" bit="0">use bezier curves movement instead of linear movement. See the path_corner properties for how to define a curve</flag>
-<flag key="ROTATE" name="ROTATE" bit="1">the train faces the direction it's riding towards. Requires bezier curves movement and the train to have an origin brush</flag>
+<flag key="ROTATE" name="ROTATE" bit="1">the train faces the direction of movement. Requires an origin brush</flag>
</group>
<point name="info_autoscreenshot" color="0 0 0.2" box="-8 -8 -8 8 8 8">
<target key="target2" name="target2">triggered when a func_train stops at this target</target>
<target key="target3" name="target3">triggered when a func_train stops at this target</target>
<target key="target4" name="target4">triggered when a func_train stops at this target</target>
-<curve key="curve" name="curve">if the train uses bezier curves movement, specify an entity by targetname which is the control point of the curve (use something like target_position)</target>
-<real key="platmovetype" name="platmovetype">override the train's movement type while going to this corner (1 = linear, 2 = cosine [default], 3 = inverted cosine, 4 = half cosine, 5 = half inverted cosine)</real>
+<curve key="curvetarget" name="curvetarget">if the train uses bezier curves movement, specify an entity by targetname which is the control point of the curve (use something like target_position)</target>
+<real key="platmovetype" name="platmovetype">override the train's movement type while going to this corner (1 = linear, 2 = cosine [default], use two values to create a curve)</real>
<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<targetname key="targetname" name="targetname">the train following the path or the previous path_corner in the path points to this.</targetname>
<real key="speed" name="speed">speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.</real>