Shared Keys (for all item entities)
All the entities in this grouping can have the following
keys.
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).
Two other keys, wait and count, do not apply to all entities and are described as they apply to individual entity types.
Check Boxes/Spawnflags
SUSPENDED: item will spawn where it was placed in map and won't
drop to the floor. Bots will only be attracted to suspended
entities if they are reachable by way of a jump pad or launch pad
(trigger_push).
Notes
Team: Just as you would set doors to work together with
the "team" key, you can do the same for item, weapon and ammo
entities. Give each entity in the team the same key value (example:
"team" "powerups"). The game randomly selects which team member
respawns next. You can set your own wait times. You can skew the
weighting towards a particular item by including multiple copies of
it. Example: 1 quad and 2 hastes in a team mean a greater chance
that a haste entity will appear next.
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).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 25, -1 = never respawn).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 25, -1 = never respawn).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 25, -1 = never respawn).
Custom Keys
Weight: non-zero floating point value, most often in the
range 0 to 400. Very low values are unlikely to attract a bot to
that area, since most bots have "desires" that attract them to
other game entities. (Higher values are allowed but keep in mind
that the bot should also be attracted to normal items. Don't
make the weight value too high.
Notes
The item_botroam entity can be used when a bot does not roam the
whole level or prefers to go to only specific areas. But don't
confuse these items with "way points". They are more like magnets.
This (invisible) item can be placed in a map just like regular
items. Nobody can actually pick up the item it's only used to
attract bots to certain places of the map. The value is the weight
of the roam_item is relative to the weight assigned other items in
the map (each bot has its own weights). The bot character specific
item weights are stored with the bot characters in the
botfiles/bots/ sub-folder in the .pk3 file.
When a bot should never go for a specific item the key "notbot" with value "1" can be used for that item. This key with value can be used for every available item in Quake III Arena.
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
count: time in seconds that power-up will last when
picked up (default 30).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
count: time in seconds power-up will last when picked up
(default 60).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
count: time in seconds power-up will last when picked up
(default 30).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 35, -1 = never respawn).
count: sets the amount of health points given to the
player when item is picked up (default 25).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 35, -1 = never respawn).
count: sets the amount of health points given to the
player when item is picked up (default 50).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 40, -1 = never respawn).
count: sets the amount of health points given to the
player when item is picked up (default 100).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 35, -1 = never respawn).
count: sets the amount of health points given to the
player when item is picked up (default 5).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
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).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
count: time in seconds power-up will last when picked up
(default 30).
Custom Keys
wait: time in seconds before item respawns after being
picked up (default 120, -1 = never respawn).
count: time in seconds power-up will last when picked up
(default 30).
Keys
light: value of light intensity (default 300).
_color: weighted RGB value of light color (default white
- 1 1 1).
target: point this to an target_position, info_null or
info_notnull to create a spotlight effect.
radius: sets radius of light cone for spotlights (default
64) in game units. Radius measurement is made at the targeted
entity. Light must target an info_null entity (info_nulls are only
used by the compiler and need not be "remembered" by the game
engine during play).
Check Boxes/Spawnflags
LINEAR: light falloff will be linear instead of inverse square
of distance from source.
Notes
Coloring Lights
To quickly change the color of a light entity, use on of the
following methods.