falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
*/
-/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS - - - - - - NOSPLASH
+/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS INVERT_TEAM - - - - - NOSPLASH
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
-------- KEYS --------
health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
delay: delay the triggering by the given time
message: print this message to the player who activated the trigger
killtarget: remove all entities with this targetname when triggered
+team: team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)
-------- SPAWNFLAGS --------
NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
+INVERT_TEAM: the team that owns the trigger will NOT trigger when touching this
NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
*/
<real key="delay" name="delay">delay the triggering by the given time</real>
<string key="message" name="message">print this message to the player who activated the trigger</string>
<target key="killtarget" name="killtarget">remove all entities with this targetname when triggered</target>
+<real key="team" name="team">team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)</real>
-------- SPAWNFLAGS --------
<flag key="NOTOUCH" name="NOTOUCH" bit="0">the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)</flag>
<flag key="ALLENTS" name="ALLENTS" bit="1">the trigger responds to all entities, not just players (useful for targetting trigger_items)</flag>
+<flag key="INVERT_TEAM" name="INVERT_TEAM" bit="2">the team that owns the trigger will NOT trigger when touching this</flag>
<flag key="NOSPLASH" name="NOSPLASH" bit="8">if set, splash damage cannot activate the door, only direct damage can (requires health to be set)</flag>
</group>