Entities
Items
item_quad
Quad Damage power-up. Lasts 30 seconds.
-------- KEYS --------
wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn).
random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes).
count : Time in seconds power-up will last when picked up (default 30).
team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes).
target : Picking up the item will trigger the entity this points to.
targetname : A target_give entity can point to this for respawn freebies.
targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes).
targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes).
notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode).
notbot : Used to make an item invisible for bot attraction.
gametype : Used to set item to spawn in only selected gametype(s).
ffa: Free for All
tourney: Tournament
single: Single Player
team: Team Deathmatch
ca: Clan Arena (QL)
ctf: Capture the Flag
oneflag: One Flag CTF
overload: Overload
harvester: Harvester
ft: Freeze Tag (QL)
not_gametype : Used to set item to spawn in any gametype NOT specified. (QL)
0: Free for All
1: Duel
2: Single Player
3: Team Deathmatch
4: Clan Arena
5: Capture the Flag
6: One Flag CTF
7: Overload
8: Harvester
9: Freeze Tag
-------- SPAWNFLAGS --------
SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on:
"targetShaderName" "textures/proto2/redlight_off"
"targetShaderNewName" "textures/proto2/redlight_on"
And this would turn it back off:
"targetShaderName" "textures/proto2/redlight_off"
"targetShaderNewName" "textures/proto2/redlight_off"
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/quad.md3"