Domination team.
In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities. You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team). You can have up to 4 teams (5 dom_team entities).
-dom_team entites declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
+dom_team entities declare the teams (and the models the team uses) that are available in the domination game. Their position does not matter.
model should be set to models/domination/dom_<team>.md3, where <team> is either "red", "blue", "yellow", or "pink".
-------- KEYS --------
</group>
<group name="func_button" color="0 .5 .8">
-When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.
+When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again.
-------- KEYS --------
<direction key="angle" name="angle">determines the direction in which the button will move (up = -1, down = -2).</direction>
<target key="target" name="target">all entities with a matching targetname will be triggered.</target>
-------- KEYS --------
<targetname key="targetname" name="targetname">if set, defines the label name for the func_group within the Entity List window.</targetname>
<texture key="_indexmap" name="_indexmap">Path/name for the TGA file used to guide the mapping of textures on the terrain surface.</texture>
-<integer key="_layers" name="_layers">number of unique root shaders that will be use on the terrain.</integer>
+<integer key="_layers" name="_layers">number of unique root shaders that will be used on the terrain.</integer>
<texture key="_shader" name="_shader">Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.</texture>
<string key="_offsets" name="_offsets">space separated list of height offsets for the index map</string>
</group>
<group name="func_ladder" color="0 .5 .8">
-a ladder, need i say no more
+a ladder, need I say no more
grab a trigger brush and put it in front of the part that you want the player to climb
</group>
<string key="lodmodel2" name="lodmodel2">file name of the second LOD model replacement</string>
<targetname key="targetname" name="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.</targetname>
<real3 key="originjitter" name="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.</real3>
-<real3 key="anglesjitter" name="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.</real3>
+<real3 key="anglesjitter" name="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.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
<string key="cvarfilter" name="cvarfilter">either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign.</string>
<string key="lodtarget2" name="lodtarget2">targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)</string>
<targetname key="targetname" name="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.</targetname>
<real3 key="originjitter" name="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.</real3>
-<real3 key="anglesjitter" name="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.</real3>
+<real3 key="anglesjitter" name="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.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
<string key="lodtarget2" name="lodtarget2">targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)</string>
<targetname key="targetname" name="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.</targetname>
<real3 key="originjitter" name="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.</real3>
-<real3 key="anglesjitter" name="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.</real3>
+<real3 key="anglesjitter" name="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.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
<real3 key="movedir" name="movedir">vector by which the entity moves when "pressed" by the bgmscript</real3>
<real key="lip" name="lip">alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)</real>
<real3 key="originjitter" name="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.</real3>
-<real3 key="anglesjitter" name="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.</real3>
+<real3 key="anglesjitter" name="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.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- SPAWNFLAGS --------
<real3 key="movedir" name="movedir">vector by which the entity moves when "pressed" by the bgmscript</real3>
<real key="lip" name="lip">alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)</real>
<real3 key="originjitter" name="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.</real3>
-<real3 key="anglesjitter" name="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.</real3>
+<real3 key="anglesjitter" name="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.</real3>
<real key="anglejitter" name="anglejitter">a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.</real>
<string key="gametypefilter" name="gametypefilter">either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.</string>
-------- Q3MAP2 KEYS --------
<integer key="team" name="team">team that owns this trigger (5 = red, 14 = blue, etc) (when set, only this team can trigger)</integer>
-------- 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="ALLENTS" name="ALLENTS" bit="1">the trigger responds to all entities, not just players (useful for targeting 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>
<point name="info_player_race" color="1 0.5 0" box="-16 -16 -24 16 16 45">
Race spawn point.
-NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
+NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
-------- KEYS --------
<target key="target" name="target">this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn.</target>
<target key="target2" name="target2">trigger all entities with this targetname when someone spawns</target>
</group>
<point name="trigger_flipflop" color=".5 .5 .5" box="-8 -8 -8 8 8 8">
-"Flip-flop" trigger gate... lets only every second trigger event through
+"Flip-flop" trigger gate... let's only every second trigger event through
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
-<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
-<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
-<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
-<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
<flag key="MONSTERFLAG_APPEAR" name="APPEAR" bit="1">Spawn when triggered</flag>
<flag key="MONSTERFLAG_NORESPAWN" name="NORESPAWN" bit="2">Don't re-spawn</flag>
<flag key="MONSTERFLAG_FLY_VERTICAL" name="FLY_VERTICAL" bit="3">Allow flying/swimming monsters to move up/down</flag>
-<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets infront of the monster</flag>
+<flag key="MONSTERFLAG_INFRONT" name="INFRONT" bit="4">Only attack targets in front of the monster</flag>
<flag key="MONSTERSKILL_NOTEASY" name="NOTEASY" bit="8">Don't spawn this monster when skill is 1</flag>
<flag key="MONSTERSKILL_NOTMEDIUM" name="NOTMEDIUM" bit="9">Don't spawn this monster when skill is 2</flag>
<flag key="MONSTERSKILL_NOTHARD" name="NOTHARD" bit="10">Don't spawn this monster when skill is 3</flag>
</point>
<point name="nexball_basketball" color=".5 .2 0" box="-16 -16 -16 16 16 16">
-The basket ball type Nexball.
+The basketball type Nexball.
-------- KEYS --------
<model key="model" name="model">set this if you want to use your own model</model>
<real key="scale" name="scale">if you're using your own model, change this to scale it to 32*32*32</real>
<flag key="REPLACE_OUTSIDE" name="REPLACE_OUTSIDE" bit="5">also perform the replacement when outside the radius (to hide the "secret word")</flag>
<flag key="CONTINUE" name="CONTINUE" bit="6">even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters)</flag>
<flag key="NODECOLORIZE" name="NODECOLORIZE" bit="7">do not decolorize the input string before matching</flag>
-<flag key="TUBA" name="TUBA" bit="8">the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordeon. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun.</flag>
+<flag key="TUBA" name="TUBA" bit="8">the message is a space separated note sequence that must be played on the @!#%'n Tuba or the @!#%'n Accordion. For example, 4.25 means a quarter note at pitch 4, where 0 is base pitch (red team primary fire with no motion). For secret triggers to open doors, use 4.25 0.25 4.25 2.25. The first one to encode a rickroll in this gets slapped with the shotgun.</flag>
<flag key="TUBA_EXACTPITCH" name="TUBA_EXACTPITCH" bit="9">the note pitch must be accurate and cannot be transposed</flag>
</point>
<group name="trigger_gravity" color=".5 .5 1">
An area where gravity differs from the rest of the map.
-This acts as a modifier over the normal gravity (sv_gravity). eg: 0.5 is half the normal gravity, 2 is twice the normal gravity.
+This acts as a modifier over the normal gravity (sv_gravity). e.g.: 0.5 is half the normal gravity, 2 is twice the normal gravity.
-------- KEYS --------
<real key="gravity" name="gravity">gravity offset in this area, defaults to 0 if not set</real>
<sound key="noise" name="noise">sound to play when an entity enters the gravity zone, leave empty to disable</sound>
-<targetname key="targetname" name="targetname">you can use this to target the grazity zone with a trigger, which will toggle it when activated</targetname>
+<targetname key="targetname" name="targetname">you can use this to target the gravity zone with a trigger, which will toggle it when activated</targetname>
-------- SPAWNFLAGS --------
<flag key="STICKY" name="STICKY" bit="0">entities keep their gravity after leaving the gravity zone</flag>
<flag key="START_OFF" name="START_OFF" bit="1">when targeted, the gravity zone starts off and is enabled upon triggering</flag>
<point name="turret_walker" color="1 0 0" box="-32 -32 0 32 32 50">
-A nasty mechanical critter that will engage longrange targets with missiles, midrange with its minigun and melee things up close and personal.
+A nasty mechanical critter that will engage long-range targets with missiles, midrange with its minigun and melee things up close and personal.
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
-<real key="turret_scale_refire" name="turret_scale_refire">2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)</real>
-<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen</real>
+<real key="turret_scale_refire" name="turret_scale_refire">2 = double refire (SLOWER!), 0.5 = half (FASTER!)</real>
+<real key="turret_scale_ammo" name="turret_scale_ammo">2 = double ammo carry & regen, 0.5 = half ammo carry & regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
-----------KEYS------------
<real key="turret_scale_damage" name="turret_scale_damage">2 = double damage, 0.5 = half</real>
<real key="turret_scale_range" name="turret_scale_range">2 = double range, 0.5 = half</real>
-<real key="turret_scale_refire" name="turret_scale_refire">2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)</real>
-<real key="turret_scale_ammo" name="turret_scale_ammo">2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen</real>
+<real key="turret_scale_refire" name="turret_scale_refire">2 = double refire (SLOWER!), 0.5 = half (FASTER!)</real>
+<real key="turret_scale_ammo" name="turret_scale_ammo">2 = double ammo carry & regen, 0.5 = half ammo carry & regen</real>
<real key="turret_scale_aim" name="turret_scale_aim">2 = aim twice as fast, 0,5 = aim at half speed</real>
<real key="turret_scale_health" name="turret_scale_health">2 = double health, 0.5 = half</real>
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>
<point name="turret_checkpoint" color="1 0 1" box="-32 -32 -32 32 32 32">
Checkpoint that units can patrol to
-----------KEYS------------
-<target key="target" name="target">targetname of next wapoint in chain.</target>
+<target key="target" name="target">targetname of next waypoint in chain.</target>
<real key="wait" name="wait">Pause at this point # seconds.</real>
---------NOTES----------
-If a loop of targets is formed, any unit entering this loop will patrol it indefinitly.
+If a loop of targets is formed, any unit entering this loop will patrol it indefinitely.
If the checkpoint chain is not looped, the unit will go "Roaming" when the last point is reached.
</point>
<point name="vehicle_raptor" color="0 0 1" box="-48 -48 0 48 48 32">
The raptor is primarily an air to ground fighter, it's quite lightly armored or shielded.
-Its main weapon is four rapid fire energy cannons, wich can be locked to track a target by aming at it for some time.
+Its main weapon is four rapid fire energy cannons, which can be locked to track a target by aiming at it for some time.
Secondary is a pair of very powerful clusterbombs.
-------- KEYS --------
<integer key="team" name="team">5=red, 14=blue, 13=yellow, 10=pink</integer>