<html> <head> <title>Q3Radiant Editor Manual: Appendix B6</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 = "misc">Misc_* Entities</a></h2> <div class = "subheading">misc_model</div> <b>Map Entity Color:</b> red <br><b>Dimensions:</b> (-16 -16 -16) (16 16 16) <br><b>Game Function:</b> Generic, one-size-fits-all placeholder for inserting .md3 models in game. Requires compilation of map geometry to be added to level. <p><strong>Keys</strong> <br><b>angle:</b> direction in which model will be oriented. <br><b>model :</b> path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).*/ <p><strong>Notes</strong> <br>This is a premade mesh model, created in a program like Kinetix's 3d Studio Max. It is a static (non-animating) model. Shaders can give it the appearance of motion, but no animation. The models should be stored in a directory with the pathname: models/mapobjects. The process by which models are made is not a part of this document. Currently, models only have rotation on the Z axis. <p>Models do not "clip" against players or weapon hits. They are entirely non-solid. If clipping is important, The user will need to build clip brushes that are roughly the size and shape of the models. <p>Do not use the flip or rotate tools on models. Only use the entity facing buttons or manually change the angle value. The purple "3d crosshair" is the origin point of the model. <p><b>Make it:</b> Right mouse press on a map window to bring up the floating entity selector. Select misc_model. A selection dialogue box will open giving access to available .md3 files. Select the one you want and it will load into the map. Now, hit "n" to open the entity window. Click on the "model" key in the key list box. Now edit the value field to remove part of the line. <p><b>Example:</b> <span class = "type">"c://program files/quake III arena/baseq3/models/mapobjects/storch.md3"</span> <p>… should be edited to read: <p><span class = "type">"models/mapobjects/storch.md3"</span> <p><div class = "subheading">misc_portal_camera</div> <b>Map Entity Color:</b> light orange <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. <p><strong>Keys</strong> <br><b>angles:</b> this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. <br><b>target:</b> point this to a target_position entity to set the camera's pointing direction. <br><b>targetname:</b> a misc_portal_surface portal surface indicator must point to this. <br><b>roll:</b> roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. <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>SLOWROTATE : makes the portal camera rotate slowly along the axis of camera to target or (selected direction). <br>FASTROTATE : makes the portal camera rotate faster along the axis of camera to target or (selected direction).. <p><strong>Notes</strong> <ul><li>Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. Generally, this is adjusted after compiling the map at least once. <li>If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.</ul> <p><div class = "subheading">misc_portal_surface</div> <b>Map Entity Color:</b> light orange <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes). <p><strong>Keys</strong> <br><b>target:</b> point this to a misc_portal_camera that "sees" the view you want to display on the portal. <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>The entity must be no farther than 64 units away from the portal surface to lock onto it. <li>To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera. <li>When used as a mirror, the mirror surface will display what the entity can "see."</ul> <p><div class = "subheading">misc_teleporter_dest</div> <b>Map Entity Color:</b> red <br><b>Dimensions:</b> (-32 -32 -24) (32 32 -16) <br><b>Game Function:</b> Teleport destination location point for trigger_teleporter entities. A "target_position" can also be used for this. <p><strong>Keys</strong> <br><b>angle:</b> direction in which player will look when teleported. <br><b>targetname:</b> make the trigger_teleporter point to this. <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>In most cases, this is replaced by the "target_position" entity. <h2><a name = "path">Path_* Entities</a></h2> <p><div class = "subheading">path_corner</div> <b>Map Entity Color:</b> brown <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> Path corner entity that define the routes that func_trains can be made to follow. <p><strong>Keys</strong> <br><b>target:</b> point to next path_corner in the path. <br><b>targetname:</b> the train following the path or the previous path_corner in the path points to this. <br><b>speed:</b> speed of func_train (in game units per second) while moving to the next path corner. This will override the speed value of the train. <br><b>wait:</b> number of seconds func_train will pause on path corner before moving to next path corner (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>Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0. <li>The center of the origin brush in the func_train follows the path.</ul> <h2><a name = "shooter">Shooter_* Entities</a></h2> <div class = "subheading">shooter_grenade</div> <b>Map Entity Color:</b> red-violet <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. <p><div class = "subheading">shooter_plasma</div> <b>Map Entity Color:</b> red-violet <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. <p><div class = "subheading">shooter_rocket</div> <b>Map Entity Color:</b> red-violet <br><b>Dimensions:</b> (-8 -8 -8) (8 8 8) <br><b>Game Function:</b> This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. <p><strong>Keys</strong> <br><b>angles:</b> this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. <br><b>targetname:</b> activating trigger points to this. <br><b>target:</b> this points to a target_position entity for aiming the grenades. <br><b>random:</b> random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). <br><b>notfree:</b> when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. <br>notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. <br>notsingle: 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 maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). <li>Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/</ul> <p align = "center"><a href = "appn_b_5.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_b_7.htm">Next</a> </body> </html>