angles: initial looking direction
modelscale: scaling factor
effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
-loddistance1: distance after which to show the first LOD model replacement (default: 1000)
-loddistance2: distance after which to show the second LOD model replacement (default: 2000)
-lodmodel1: file name of the first LOD model replacement
-lodmodel2: file name of the second LOD model replacement
targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
velocity: when movetype isn't 0, initial velocity vector
angles: initial looking direction
effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
-loddistance1: distance after which to show the first LOD model replacement (default: 1000)
-loddistance2: distance after which to show the second LOD model replacement (default: 2000)
-lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
-lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
velocity: when movetype isn't 0, initial velocity vector
angles: initial looking direction
effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
-loddistance1: distance after which to show the first LOD model replacement (default: 1000)
-loddistance2: distance after which to show the second LOD model replacement (default: 2000)
-lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
-lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.