<html> <head> <title>Q3Radiant Editor Manual: Appendix B8</title> <link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css"> </head> <body> <h1 class = "MsoTitle">Q3Radiant Editor Manual</h1> <hr> <h1>Appendix B: Entity Descriptions</h1> <h2><a name = "team">Team_* Entities</a></h2> These entities only function when a team style game is being played. Most are for Capture the Flag. They do not need to be marked with notfree, since that is part of their nature. <p><div class = "subheading">team_CTF_blueflag</div> <b>Map Entity Color:</b> blue <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Blue team flag for CTF games. <p><strong>Notes</strong> <br>This cannot be suspended (or the bots won't find it). It must be reachable by players of both teams, since it is where a player must return an opponent's flag. <p><div class = "subheading">team_CTF_blueplayer</div> <b>Map Entity Color:</b> blue <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Initial Blue team spawning position for CTF games. This is where players spawn when they join the Blue team (at the start of a game or upon entering a game in progress). <p><strong>Keys</strong> <br><b>target:</b> this can point at a target_give entity for respawn freebies. <p><div class = "subheading">team_CTF_bluespawn</div> <b>Map Entity Color:</b> blue <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged. <p><strong>Keys</strong> <br><b>target:</b> this can point at a target_give entity for respawn freebies. <p><div class = "subheading">team_CTF_redflag</div> <b>Map Entity Color:</b> red <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Blue team flag for CTF games. <p><strong>Notes</strong> <br>This cannot be suspended (or the bots won't find it). It must be reachable by players of both teams, since it is where a player must return an opponent's flag. <p><div class = "subheading">team_CTF_redplayer</div> <b>Map Entity Color:</b> red <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Initial Red team spawning position for CTF games. This is where players spawn when they join the red team (at the start of a game or upon entering a game in progress). <p><strong>Keys</strong> <br><b>target:</b> this can point at a target_give entity for respawn freebies. <p><div class = "subheading">team_CTF_redspawn</div> <b>Map Entity Color:</b> red <br><b>Dimensions:</b> (-16 -16 -24) (16 16 32) <br><b>Game Function:</b> Red team respawning position for CTF games. This is where red team players respawn after they get fragged. <p><strong>Keys</strong> <br><b>target:</b> this can point at a target_give entity for respawn freebies. <h2><a name = "trigger">Trigger_* Entities</a></h2> <div class = "subheading">trigger_always</div> <b>Map Entity Color:</b> gray <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. <p><strong>Keys</strong> <br><b>target:</b> this points to the entity to activate. <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br><b>notteam:</b> when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br><b>notsingle:</b> when set to 1, entity will not spawn in Single Player mode (bot play mode). <p><strong>Notes</strong> <br>For reliable internet play, make any trigger which can be passed through at least 32 game units deep. <p><div class = "subheading">trigger_hurt</div> <b>Map Entity Color:</b> gray <br><b>Dimensions:</b> size of brush used <br><b>Game Function:</b> Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. <p><strong>Keys</strong> <br><b>dmg:</b> number of points of damage inflicted to player per server frame (default 5 - integer values only). <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br><b>notteam:</b> when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br><b>notsingle:</b> when set to 1, entity will not spawn in Single Player mode (bot play mode). <p><strong>Check Boxes/Spawnflags</strong> <br>START_OFF: if set, the trigger will initially start off in the game. <br>SILENT: supresses the sizzling sound while player is being hurt. <br>NO_PROTECTION: player will be hurt regardless of protection (see Notes). <br>SLOW: changes the damage rate to once per second. <p><strong>Notes</strong> <ul><li>The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. <li>A trigger_hurt always starts on in the game. <li>For reliable Internet play, make any trigger which can be passed through at least 32 game units deep. </ul> <p><div class = "subheading">trigger_multiple</div> <b>Map Entity Color:</b> gray <br><b>Dimensions:</b> size of brush used <br><b>Game Function:</b> Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. <p><strong>Keys</strong> <br><b>target:</b> this points to the entity to activate. <br><b>targetname:</b> activating trigger points to this. <br><b>wait:</b> time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). <br><strong>random:</strong> random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br><b>notteam:</b> when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br><b>notsingle:</b> when set to 1, entity will not spawn in Single Player mode (bot play mode). <p><strong>Notes</strong> <ul><li>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). <li>For reliable Internet play, make any trigger which can be passed through at least 32 game units deep. </ul> <p><div class = "subheading">trigger_push</div> <b>Map Entity Color:</b> gray <br><b>Dimensions:</b> size of brush used <br><b>Game Function:</b> This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. <p><strong>Keys</strong> <br><b>target:</b> this points to the target_position to which the player will jump. <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br><b>notteam:</b> when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br><b>notsingle:</b> when set to 1, entity will not spawn in Single Player mode (bot play mode). <p><strong>Notes</strong> <ul><li>To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity. <li>This trigger automatically makes the bouncepad sound. <li>Speed of travel is determined by the distance needed to reach the target entity. Longer = faster. <li>For reliable Internet play, make any trigger which can be passed through at least 32 game units deep. </ul> <p><div class = "subheading">trigger_teleport</div> <b>Map Entity Color:</b> gray <br><b>Dimensions:</b> size of brush used <br><b>Game Function:</b> Touching this will teleport players to the location of the targeted misc_teleporter_dest or target_position entities. This entity allows client prediction of events. It is the preferred method. <p><strong>Keys</strong> <br><b>target:</b> this must point to a misc_teleporter_dest entity or a target_position entity. <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br><b>notteam:</b> when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br><b>notsingle:</b> when set to 1, entity will not spawn in Single Player mode (bot play mode). <p><strong>Notes</strong> <ul><li>For reliable Internet play, make any trigger which can be passed through at least 32 game units deep. <li>When you give multiple targets the same target name, the teleporter will randomly select from one each time it is used. </ul> <p align = "center"><a href = "appn_b_7.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_9.htm">Next</a> </body> </html>