/*QUAKED func_group (0 0 0) ? Used to group brushes together just for editor convenience. */****************** func_areaportal
/*QUAKED func_areaportal (0 0 0) ? This is a non-visible object that divides the world into areas that are seperated when this portal is not activated. Usually enclosed in the middle of a door. */****************** path_corner
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT ---------KEYS--------------- target - target name of next path corner pathtarget - used when an entity that has this path_corner targeted touches it angles - used to make the brush rotate. The brush MUST have an origin brush in it. It is an accumulative value so if the value is 0 40 0 the brush rotate an additional 40 degrees along the y axis before it reaches this path corner. wait - -1 makes trains stop until retriggered -3 trains explode upon reaching this path corner noise - file to play when corner is hit (trains only) -objects/bucket.wav */****************** point_combat
/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here. NOTE FROM MG: Probably still works... will test */****************** info_null
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. */****************** info_notnull
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. */****************** func_wall
/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST This is just a solid wall if not inhibited TRIGGER_SPAWN the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's way TOGGLE only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off START_ON only valid for TRIGGER_SPAWN walls the wall will initially be present */****************** func_object
/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST This is solid bmodel that will fall if it's support it removed. */****************** item_spitter
/*QUAKED item_spitter (0 .5 .8) (-4 -4 -4) (4 4 4) NOFLASH When targeted it will spit out an number of items in various directions -------SPAWN FLAGS ----------- NOFLASH - no flash is created when item is 'spit out' ---------KEYS----------------- target - classname of item or object being spit out count - number of items being spit out (default 1) radius - distance from item_spitter origin that items will be spawned spawnflags2 - the spawnflags for the item being created. */****************** misc_update_spawner
/*QUAKED misc_update_spawner (.5 .5 .5) ? This creates the spawner update entity, which upates the spawner position when triggered */****************** misc_teleporter
/*QUAKED misc_teleporter (1 0 0) ? NO_MODEL DEATHMATCH_RANDOM START_OFF MULT_DEST This creates the teleporter disc that will send us places Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object. ------- FIELDS ------------------ NO_MODEL - makes teleporter invisible DEATHMATCH_RANDOM - makes the teleporter dump you at random spawn points in deathmatch START_OFF - Pad has no effect, and won't teleport you anywhere till its activated MULT_DEST - pad is targeted at more than one destination ---------- KEYS ----------------- style - number of destinations this pad has. */****************** misc_teleporter_dest
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) Point teleporters at these. */****************** misc_magic_portal
/*QUAKED misc_magic_portal (1 .5 0) (-16 -16 -32) (16 16 32) START_OFF A magical glowing portal. Triggerable. ------- FIELDS ------------------ START_OFF - portal will start off ----------------------------------- angles - manipulates the facing of the effect as normal. style - 0-blue, 1-red, 2-green count - Close after 1-255 seconds. 0 means stay until triggered. In order to be functional as a world teleport, it must target a target_changelevel */****************** sound_ambient_cloudfortress
/*QUAKED sound_ambient_cloudfortress (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for cloud fortress levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style 1 - Cauldron bubbling (looping sound) 2 - wind, low, eerie (looping) 3 - wind, low, noisy (looping) 4 - wind, high, soft (looping) 5 - wind, low, soft (looping) 6 - wind, low, strong (looping) 7 - wind, high, strong (looping) 8 - wind, whistling, strong (looping) attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** sound_ambient_mine
/*QUAKED sound_ambient_mine (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for mine levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style 1 - Mud pool bubbling (looping) 2 - Rocks falling (3 sounds) 3 - wind, low, eerie (looping) 4 - wind, low, soft (looping) 5 - conveyor belt (looping) 6 - bucket conveyor belt (looping) 7 - three different creaks of heavy timbers attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** sound_ambient_hive
/*QUAKED sound_ambient_hive (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for hive levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style 1 - gong 2 - wind, low, eerie (looping) 3 - wind, low, noisy (looping) 4 - wind, high, soft (looping) 5 - wind, low, soft (looping) 6 - wind, low, strong (looping) 7 - wind, high, strong (looping) 8 - wind, whistling, strong (looping) attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** sound_ambient_andoria
/*QUAKED sound_ambient_andoria (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for andoria levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style 1 - small fountain (constant loop) 2 - large fountain (constant loop) 3 - water running out of sewer (constant loop) 4 - rushing waterway outside (constant loop) 5 - wind chime attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** sound_ambient_swampcanyon
/*QUAKED sound_ambient_swampcanyon (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for swamp or canyon levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style 1 - bird, quick, high pitch 2 - bird, low, medium pitch 3 - huge waterfall 4 - mud pool bubbling (looping) 5 - wind, low, eerie (looping) 6 - wind, low, noisy (looping) 7 - wind, high, soft (looping) 8 - wind, low, soft (looping) 9 - wind, low, strong (looping) 10 - wind, high, strong (looping) 11 - wind, whistling, strong (looping) attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** sound_ambient_silverspring
/*QUAKED sound_ambient_silverspring (1 0 0) (-4 -4 -4) (4 4 4) NON_LOCAL START_OFF Generates an ambient sound for silverspring levels ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound wait amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) START_OFF - starts off, can be triggered on ------- KEYS ------------------ style : 1 - fire (looping) 2 - water lapping (looping) 3 - seagulls (2 random calls) 4 - ocean 5 - birds (10 random bird calls) 6 - crickets (3 random chirps) 7 - frogs (2 random ribbets) 8 - distant women/children crying (4 total) 9 - mosquitoes (2 random sounds) 10 - bubbles 11 - bell tolling 12 - footsteps (3 random sounds) 13 - moans/screams/coughing (5 random sounds) 14 - Sewer drips (3 random sounds) 15 - Water drips (3 random sounds) 16 - Solid drips - heavy liquid (3 random sounds) 17 - Cauldron bubbling (looping sound) 18 - Creaking for the spit that's holding the elf over a fire attenuation (how quickly sound drops off from origin) 0 - heard over entire level (default) 1 - 2 - 3 - diminish very rapidly with distance volume range of .1 to 1 (default .5) 0 - silent 1 - full volume ----------------------------------- */****************** misc_remote_camera
/*QUAKED misc_remote_camera (0 0.5 0.8) (-4 -4 -4) (4 4 4) ACTIVATING SCRIPTED NO_DELETE pathtarget - holds the name of the camera's owner entity (if any). target - holds the name of the entity to be looked at. spawnflags - 1 only the activating client will see the remote camera view. - 2 this is a scripted camera - 4 don't delete camera */****************** misc_fire_sparker
/*QUAKED misc_fire_sparker (0 0 0) (-4 -4 0) (4 4 8) FIREBALL FIREBALL - more of a poofy fireball trail Fires of sparks when used... used a second time removes it "delay" - how long to live for... (default is forever) */******************