Entities
Entity Keys & Flags
Keys
- wait : Time in seconds before item respawns after being picked up (-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.
- 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"
Armor
item_armor_shard
item_armor_combat
item_armor_body
Health
item_health_small
item_health_large
item_health
item_health_mega
Carried Items
holdable_teleporter
Power-Ups
item_quad
Quad Damage power-up. Lasts 30 seconds.
Keys
*Values may be different by map or factory settings
wait : 120 (seconds)
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.
Spawnflags
SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/quad.md3"
item_enviro
Battle Suit power-up - Gives protection against slime, lava and weapon splash damage. 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).
not_gametype : Used to set item to spawn in any gametype NOT specified. (QL)
-------- 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/enviro.md3"
Weapons
Miscellaneous
target_remove_powerups
This takes away any and all item_* type powerups from player except health and armor (holdable_* items are not taken away either). Must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession.
-------- KEYS --------
targetname : Activating trigger points to this.
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).
gametype : Used to set item to spawn in only selected gametype(s).
not_gametype : Used to set item to spawn in any gametype NOT specified. (QL)