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