<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the jump pad will NOT jump when touching this</flag>
+<flag key="STATIC" name="STATIC" bit="12">push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior</flag>
</group>
<point name="trigger_relay" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
<integer key="team" name="team">team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)</integer>
<targetname key="targetname" name="targetname">when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.</targetname>
-------- SPAWNFLAGS --------
+<flag key="SPECTATOR" name="SPECTATOR" bit="0">If spectator is set, only spectators can use this teleport. Spectator teleporters are not normally placed in the editor, but are created automatically near doors to allow spectators to move through them.</flag>
+<flag key="KEEP_SPEED" name="KEEP_SPEED" bit="1">Stores the speed at entering the teleporter and restore it at the destination.</flag>
<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the teleporter will NOT teleport when touching this</flag>
</group>
-------- KEYS --------
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
</point>
+
+<group name="trigger_push_velocity" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
+This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. This is similar to a jumppad, however, it may be configured to add to the player's velocity, as opposed to just setting it.
+-------- KEYS --------
+<target key="target" name="target">this points to the target_position to which the player will jump.</target>
+<real key="speed" name="speed">XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity.</real>
+<real key="count" name="count">Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity.</real>
+-------- SPAWNFLAGS --------
+<flag key="PLAYERDIR_XY" name="Playerdir_xy" bit="0">if set, trigger will apply the horizontal speed in the player's horizontal direction of travel, otherwise it uses the target XY component.</flag>
+<flag key="ADD_XY" name="Add_xy" bit="1">if set, trigger will add to the player's horizontal velocity, otherwise it sets the player's horizontal velocity.</flag>
+<flag key="PLAYERDIR_Z" name="Playerdir_z" bit="2">if set, trigger will apply the vertical speed in the player's vertical direction of travel, otherwise it uses the target Z component.</flag>
+<flag key="ADD_Z" name="Add_z" bit="3">if set, trigger will add to the player's vertical velocity, otherwise it sets the player's vertical velocity.</flag>
+<flag key="BIDIRECTIONAL_XY" name="Bidirectional_xy" bit="4">if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to horizontal direction.</flag>
+<flag key="BIDIRECTIONAL_Z" name="Bidirectional_z" bit="5">if set, non-playerdir velocity pads will function in 2 directions based on the target specified. The chosen direction is based on the current direction of travel. Applies to vertical direction.</flag>
+<flag key="CLAMP_NEGATIVE_ADDS" name="Clamp_negative_adds" bit="6">if set, then a velocity pad that adds negative velocity will be clamped to 0, if the resultant velocity would bounce the player in the opposite direction.</flag>
+<flag key="STATIC" name="STATIC" bit="12">push force stays the same no matter where the trigger is hit, the center of the trigger is used as a starting point for trajectory calculation instead of the player position, matches Quake 3 behavior</flag>
+-------- NOTES --------
+To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.
+</group>
+
+<point name="target_speed" color="1 1 0" box="-8 -8 -8 8 8 8">
+Sets the speed of the player.
+If ADD is speficied, negative values will reduce the speed.
+-------- KEYS --------
+<targetname key="targetname" name="targetname">Activating trigger points to this.</targetname>
+<real key="speed" name="speed">Speed value to set (default: 100).</real>
+-------- SPAWNFLAGS --------
+<flag key="PERCENTAGE" name="Percentage" bit="0">value is treated as percentage of current speed</flag>
+<flag key="ADD" name="Add" bit="1">adds the speed instead of setting it</flag>
+<flag key="+X" name="+x" bit="2">takes positive X-direction into account</flag>
+<flag key="-X" name="-x" bit="3">takes negative X-direction into account</flag>
+<flag key="+Y" name="+y" bit="4">takes positive Y-direction into account</flag>
+<flag key="-Y" name="-y" bit="5">takes negative Y-direction into account</flag>
+<flag key="+Z" name="+z" bit="6">takes positive Z-direction (up) into account</flag>
+<flag key="-Z" name="-z" bit="7">takes negative Z-direction (down) into account</flag>
+<flag key="LAUNCHER" name="Launcher" bit="8">will accelerate the player into the given direction (spawnflags)</flag>
+-------- NOTES --------
+If LAUNCHER isn't specified the player will only be accelerated if he is moving
+while the target_speed is triggered, as the player needs a moving direction and this is
+only given when he moves. LAUNCHER will split the given speed value to the given
+directions. Note that only one of the spawnflags for each coordinate must be set. For
+example if +X and -X is active the x-direction will be ignored. The same is the case
+if whether +X nor -X is active. So if you want to accelerate the player up with 900u
+you have to set the speed value to 900 and activate the spawnflags +Z and LAUNCHER.
+</point>
</classes>