target3: all entities with a matching targetname will be triggered.
target4: all entities with a matching targetname will be triggered.
speed: speed of button's displacement (default 40).
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: number of seconds button stays pressed (default 1, -1 = return immediately).
lip: lip remaining at end of move (default 4 units).
health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
health: if set, door must be shot open
speed: movement speed (100 default)
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: wait before returning (3 default, -1 = never return)
lip: lip remaining at end of move (8 default)
dmg: damage to inflict when blocked (when triggered and someone is in the way)
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
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 --------
+platmovetype: movement type (1 = linear, 2 = cosine [default])
wait: # of seconds before coming back
key1: first entity key with one-line description
key2: second entity key with one-line description
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 --------
speed: determines how fast the plat moves (default 150).
+platmovetype: movement type (1 = linear, 2 = cosine [default])
lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
height: if set, this will determine the total amount of vertical travel of the plat.
dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
-------- KEYS --------
speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)
+platmovetype: movement type (1 = linear, 2 = cosine [default])
target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
noise: path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
dmg: damage a player who gets crushed by it receives