Appendix B: Entity Descriptions
This Section owes much of the background and testing research to three dedicated Quake Engine editing supporters, Suicide20, inolen, and EuteTic. It is based on version 1.1 (12/22/99) of a document that they created and gave us permission to include with the official id editor documents.
"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).
Keys
speed: amount of time in seconds for one complete oscillation cycle (default 4).
height: sets the amount of travel of the oscillation movement (default 32).
phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).
model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
origin: alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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
X_AXIS : entity will bob along the X axis.
Y_AXIS : entity will bob along the Y axis.
Notes
In order for the sound to be emitted from the location of the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. The movement of the func_bobbing follows a sinoid wave pattern.
Keys
angle: determines the direction in which the button will move (up = -1, down = -2).
target: all entities with a matching targetname will be triggered.
speed: speed of button's displacement (default 40). Speed is in game units per second.
wait: number of seconds button stays pressed (default 1, -1 = return immediately).
lip: lip remaining at end of move (default 4 units).
health: if set to a non-zero value, the button must be damaged by "health" amount of points to operate.
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
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).
Notes
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Keys
angle: determines the opening direction of door (up = -1, down = -2).
speed: determines how fast the door moves (default 100). Speed is in game units per second.
wait: number of seconds before door returns (default 2, -1 = return immediately - see Notes).
lip: lip remaining at end of move (default 8).
targetname: if set, a func_button or trigger is required to activate the door.
health: if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).
dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes. (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
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
START_OPEN: the door will spawn in the open state and operate in reverse.
CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting wait =-1 for normal touch doors makes them work erratically. Use this only for damage-only ("health" key set to non-zero value) or targeted doors. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Notes
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.
Keys
angle: angle offset of axis of rotation from default X axis (default 0/360).
speed: angle of swing arc in either direction from initial vertical position (default 30).
phase: sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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).
Notes
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Pendulum cannot rotate along Z axis. The speed of swing (frequency) is not adjustable, and the "dmg" key (although set in the Q3A maps) has no effect whatsoever. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Keys
speed: determines how fast the plat moves (default 150) in game units per second.
lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
height: if set, this will determine the total amount of vertical travel of the plat (see Design Notes).
dmg: damage to inflict on a player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.
targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
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).
Notes
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Keys
speed: determines how fast entity rotates (default 100).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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
X_AXIS: entity will rotate along the X axis.
Y_AXIS: entity will rotate along the Y axis.
Notes
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that
Keys
model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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).
Notes
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. Because the map has only a single bot navigation file, Func_Statics cannot be used to make significant changes in game play flow between differing game types.
Keys
wait: delay in seconds between each triggering of its targets (default 1).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
target: this points to the entities to trigger.
targetname: a func_button or trigger that points to this will toggle the timer on/off when activated.
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
START_ON: timer will start on in the game and continuously fire its targets.
Notes
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).
Keys
speed: speed of displacement of train (default 100 or overridden by speed value of path).
target: this points to the first path_corner of the path which is also the spawn location of the train's origin.
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
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).
Notes
1. Trains always start on in the game.
2. Trains do not damage the player when blocked.
3. Trains cannot emit sound.
4. Trains are not triggerable or toggle-able.
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Keys
wait: time in seconds before item respawns after being picked up (default 60, -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. 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).*/
Keys
wait: time in seconds before item respawns after being picked up (default 60, -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. 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 its "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).
Keys
range: number of units that the bot can move away from camp entity while camping on it.
weight: number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values.
Notes
Examples of Q3A bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of Q3A bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero. Info_Camp entities should be reachable by "normal" means, including relatively non-complex rocket jumps.
Keys
targetname: must match the target key of entity that uses this for pointing.
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).
Keys
targetname: must match the target key of entity that uses this for pointing.
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).*/
Keys
angle: direction in which player will look when spawning in the game. Does not apply to bots.
target: this can point at a target_give entity for respawn freebies.
nobots: when set to 1, bots will never use this spawn point to respawn in the game.
nohumans: when set to 1, human players will never use this spawn point to respawn in the game.
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
INITIAL: makes the spawnpoint the initial place for the player to spawn at the beginning of the game. This is also where the player spawns as a spectator.
Keys
angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
Notes
In Single Player bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. If the origin point of the podium model is inside brush geometry, the podium will not draw. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.
Keys
angle: direction in which player will look when spawning in the game.
target: this can point at a target_give entity for respawn freebies.
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.
Keys
angle: direction in which model will be oriented.
model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3).*/
Notes
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.
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.
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.
Make it: 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.
Example: "c://program files/quake III arena/baseq3/models/mapobjects/storch.md3"
… should be edited to read:
"models/mapobjects/storch.md3"
Keys
angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
target: point this to a target_position entity to set the camera's pointing direction.
targetname: a misc_portal_surface portal surface indicator must point to this.
roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
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
SLOWROTATE : makes the portal camera rotate slowly along the axis of camera to target or (selected direction).
FASTROTATE : makes the portal camera rotate faster along the axis of camera to target or (selected direction)..
Notes
Keys
target: point this to a misc_portal_camera that "sees" the view you want to display on the portal.
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).
Notes
Keys
angle: direction in which player will look when teleported.
targetname: make the trigger_teleporter point to this.
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).
Notes
In most cases, this is replaced by the "target_position" entity.
Keys
target: point to next path_corner in the path.
targetname: the train following the path or the previous path_corner in the path points to this.
speed: 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.
wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes).
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).
Notes
Keys
angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply.
targetname: activating trigger points to this.
target: this points to a target_position entity for aiming the grenades.
random: random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes).
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).
Notes
Keys
targetname: activating trigger points to this.
target: this points to entities to activate when this entity is triggered.
wait: delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
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).
Notes
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).
Keys
target: this points to the item(s) to give when activated.
targetname: activating trigger or spawn entity points to this.
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).
Notes
Keys
targetname: the activating trigger points to this.
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).*/
Keys
angles: alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0).
target: point this to a target_position entity to set the laser's aiming direction.
targetname: the activating trigger points to this.
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
START_ON: when set, the laser will start on in the game.
Notes
Since none of the game maps in Quake III Arena used this function, it is not likely to be a functioning entity.
Keys
Message: name of the location (text string). Displayed in parentheses in front of all team chat and order messages. Shorter is better.
count: color of the location text displayed in parentheses during team chat. Set to 0-7 for color.
Keys
Targetname: the entity that requires an aiming direction points to this.
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).
Notes
Use this as the target for any entity that must be actively targeted during the game (do not use it as a target for spotlights).
See Tips, Tricks and Tutorials for the method used to make jump pads.
Keys
message: text string to print on screen.
targetname: the activating trigger points to this.
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
REDTEAM : only the red team players will see the message.
BLUETEAM : only the blue team players will see the message.
PRIVATE : only the player that activates the target will see the message.
Keys
angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply.
speed: speed of push (default 1000 game units per second). Has no effect if entity targets an aiming entity.
targetname: the activating trigger points to this. Push originates from the location of the trigger.
target: this points to the aiming entity to which the player will jump.
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
BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (see notes).
Notes
Keys
targetname: activating trigger points to this.
target: this points to entities to activate when this entity is triggered.
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
RED_ONLY : only red team players can activate trigger.
BLUE_ONLY : only red team players can activate trigger.
RANDOM: one of the targeted entities will be triggered at random.
Notes
Use this when you need to split off targeting functions along separate paths.
Keys
targetname: activating trigger points to this.
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).*/
Keys
targetname: activating entity points to this.
count: number of frag points to give to player (default 1).
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).*/
Keys
noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes).
wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes).
Random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).
targetname: the activating button or trigger points to this.
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
LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered).
LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered).
GLOBAL: sound will play full volume throughout the level.
ACTIVATOR: sound will play only for the player that activated the target.
Notes
Keys
targetname: activating trigger points to this.
target: this must point to a misc_teleporter_dest entity.
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).
Notes
When you give multiple targets the same target name, the teleporter will randomly select from one each time it is used.
Notes
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.
Keys
target: this can point at a target_give entity for respawn freebies.
Keys
target: this can point at a target_give entity for respawn freebies.
Notes
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.
Keys
target: this can point at a target_give entity for respawn freebies.
Keys
target: this can point at a target_give entity for respawn freebies.
Keys
target: this points to the entity to activate.
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).
Notes
For reliable internet play, make any trigger which can be passed through at least 32 game units deep.
Keys
dmg: number of points of damage inflicted to player per server frame (default 5 - integer values only).
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
START_OFF: if set, the trigger will initially start off in the game.
SILENT: supresses the sizzling sound while player is being hurt.
NO_PROTECTION: player will be hurt regardless of protection (see Notes).
SLOW: changes the damage rate to once per second.
Notes
Keys
target: this points to the entity to activate.
targetname: activating trigger points to this.
wait: time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
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).
Notes
Keys
target: this points to the target_position to which the player will jump.
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).
Notes
Keys
target: this must point to a misc_teleporter_dest entity or a target_position entity.
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).
Notes
Keys
wait: time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
count: sets the amount of ammo given to the player when weapon is picked up.
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.
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. 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).
Keys
message: text to print at user logon. Used for name of level.
music: path/name of looping .wav file used for level's music (eg. music/sonic5.wav). This is for a piece of music with only one part. To make a song play with both an intro and a looping portion, the following is the correct form for the music value:
ambient: Adds a constant value to overall lighting. Use not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
_color: This is the normalized formula for RGB values for ambient light. A value is considered normalized when it fits in a range between 0 and 1. If you are using a tool like the Windows color picker, divide the value for each component of the RGB values by 255. The result will be a normalized value.
gravity: gravity of level (default is normal gravity: 800).