"Keys" are keywords that represent the in-game properties of an entity. Some are flags that determine whether an entity will appear in a particular game play mode. Others define extents or rates for entity movement. Others establish how much of some game effect will occur (example: damage) or how long to wait until an event occurs or can reoccur.
With the exception of properties that can be set by checkboxes, the map maker will need to type in keys (names for game function properties) and their values (numbers or strings) into fields within the entities window.
Keys that are set by checkboxes in the editor are called "Spawnflags" and will be shown in All Caps. The rest are shown in lowercase, as they should be typed into the editor field.
Color: This key only affects md3 models that are built into func_entities. The color is the color of light used to illuminate the model. It is expressed as a normalized three digit RGB formula.
Entity Dimensions: The minimum and maximum coordinate dimensions of the entity box.
Light: This key only affects md3 models that are built into func_entities.
Map Entity Color: This is the color of the generic entity box used to represent the entity in the map editor.
Map Entity Color: Blue
Entity Dimensions: (-16 -16 -16) (16 16 16)
These are ammunition boxes for weapons in the game. They can be represented by either a blue entity box, or the ammo box model itself. With the exception of the type and amount of ammo given to the player upon pick up, all ammo entities have the same properties.
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 15).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 50).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 30).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 5).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 60).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 5).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 10).
Custom Keys
count: sets the amount of ammo given to the player when
picked up (default 10).
Common Keys
wait: time in seconds before the item respawns after
being picked up (default 40, -1 = never respawn).
random: random time variance in seconds added or
subtracted from "wait" delay (default 0 - see Notes).
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.
notbot: when set to 1, a bot will never seek out this
item
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).
Check Boxes/Spawnflags
SUSPENDED: item will spawn where it was placed in map and won't
drop to the floor. Set by Checkbox. Bots will only be attracted to
suspended entities if they are reachable by way of a jump pad or
launch pad (trigger_push).
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).