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.

Basic Key information

Angle: This is the direction of facing or direction of movement for an entity. Set this value with the Angle buttons on the entity window. The angle value can be typed in as any positive value between 1 and 360.

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.

Ammo_* Entities

The properties for ammo entities are all very similar.

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.

ammo_bfg
Game Function: BFG ammo. Gives the player 15 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 15).

ammo_bullets
Game Function: Machine Gun ammo. Gives the player 50 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 50).

ammo_cells
Game Functions: Plasma Gun ammo. Gives the player 30 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 30).

ammo_grenades
Game Function: Grenade Launcher ammo. Gives the player 5 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 5).

ammo_lightning
Game Function: Lightning Gun ammo. Gives the player 60 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 60).

ammo_rockets
Game Function: Rocket Launcher ammo. Gives the player 5 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 5).

ammo_shells
Game Function: Shotgun ammo. Gives the player 10 shots by default.

Custom Keys
count: sets the amount of ammo given to the player when picked up (default 10).

ammo_slugs
Game Function: Railgun ammo. Gives the player 10 shots by default.

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).

Design Notes
An ammo item can be given a negative "count" value. Taking away ammo in combat would be a bad idea but in combination with a target_give entity, it can be used to set up games mods like Rocket Arena by removing the machinegun ammunition from a player when he spawns into the map.


Func_* Entities

Func_Entities include a wider variety of game purposes than other entity classes. They are sometimes represented by simple function boxes. But many are built out of brushes, patches and models. These constructions are sometimes called "b_models", though for many of them the word "mover" works as well, since they are made to be moving objects in the game world.

func_bobbing
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.

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.

func_button
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again.

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.

func_door
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted on it. Doors move a distance equal to their dimension along the selected angle of  travel, minus the "lip" key 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.

func_group
Map Entity Color:  Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is not an entity. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.

Notes
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.

func_pendulum
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Contact with the pendulum instantly kills a player.

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.

func_plat
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is a rising platform that a player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises, so sound call paths must be adjusted (see Notes).

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.

Design Notes:
     Clip brushes can be used to create the additional size for "thin" plats. Func_plats were pulled from all maps in the final build of Quake 3 Arena due to some problems in their operation, particularly as it related to bot function.  The id designers recommend using plats with care and that plats be built as "solid" pillar-like lifts (more like those in Doom).
     There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_start.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.

func_rotating
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.

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

func_static
Map Entity Color: N/A
Dimensions: Determined by components
Game Function: Static solid bspmodel. Can be used for conditional walls and models for different game types.

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.

func_timer
Map Entity Color: Dark blue (0.3 0.1 0.6)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.

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).

func_train
Map Entity Color: (0 .5 .8)
Dimensions: Determined by components
Game Function: Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).

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.


Holdable_* Entities

holdable_medkit
Map Entity Color: blue (.7 0 1)
Dimensions:  (-16 -16 -16) (16 16 16)
Game Function:  This is a Medkit that can be picked up and used (once) later. Brings the player's health back to 100 when used. Player can only carry one holdable item at a time.

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).*/

holdable_teleporter
Map Entity Color: blue (.7 0 1)
  Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Teleporter item that can be picked up and used (once) later. Teleports the player to a random player spawn point when used. Player can only carry one holdable item at a time.

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).


Info_* Entities

info_camp
Map Entity Color: Dark green (0 0.5 0)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This atttracts bots which have a camping preference in their A.I. characteristics. It should be placed at least 32 units away from any brush surface.

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.

info_notnull
Map Entity Color: Dark green (0 0.5 0)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes.

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).

info_null
Map Entity Color: Dark green (0 0.5 0)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.

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).*/

info_player_deathmatch
Map Entity Color: Pink (1 0 0)
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Normal player spawning location for Q3A levels.

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.

Design Tip: If you include an info_player_deathmatch entity in a CTF map, players from both teams can respawn at that location. Great for placing respawn spots in contested central battleground areas.

info_player_intermission
Map Entity Color: Pink (1 0 1)
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.

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.

info_player_start
Map Entity Color: Red (1 0 0)
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Player spawn location. It works in Quake III Arena, but is not used in the id maps. Use info_player_deathmatch instead.

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.


Item_* Entities

Most of the properties for item entities are the same and are listed immediately below. Properties that are unique to specific entities follow those entries.

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).

item_armor_body
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Red Armor - 100 points of protection. All armor can be cumulated up to a maximum of 200 points and slowly decays back to 100 points.

Custom Keys
wait: time in seconds before item respawns after being picked up (default 25, -1 = never respawn).

item_armor_combat
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Yellow Armor - 50 points of protectiong. All armor can be cumulated up to a maximum of 200 points and slowly decays back to 100 points.

Custom Keys
wait: time in seconds before item respawns after being picked up (default 25, -1 = never respawn).

item_armor_shard
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Green Armor Shard - 5 points of protection. All armor can be cumulated up to a maximum of 200 points and slowly decays back to 100 points.

Custom Keys
wait: time in seconds before item respawns after being picked up (default 25, -1 = never respawn).

Item_botroam
Map Entity Color: orange
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: An invisible entity that attracts a bot to it. Used to move bots to parts of a map that might otherwise not be used.

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.

Design Tip: Wait to place these items until you've done a significant amount of live play testing on the final map against bots. Observe a bot-only match. See which parts of the map they DON'T use frequently. Use bot_roam entities to encourage the bots to follow more paths through the map. Example: In one of id's CTF maps, it was eventually observed that bots were most likely to use only one entrance when assaulting the base. Placement of item_botroam entities along the other entrance paths might have solved this.

item_enviro
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Battle Suit power-up. Lasts 30 seconds. Battle suit provides full protection against explosion radius damage, slime, and lava damage. It gives partial protection against falling, and direct rocket hits.

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).

item_flight
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Flight power-up. Lasts 60 seconds. Will not appear in single player games. Bots do not understand its use.

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).

item_haste
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Speed power-up. Makes player run at double speed for 30 seconds.

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).

item_health
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Yellow cross bubble - 25 Health. Cannot be picked up over 100 health.

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).

item_health_large
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Gold cross bubble - 50 Health. Cannot be picked up over 100 health.

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).

item_health_mega
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Blue M bubble - 100 Health. Adds 100 health points to current health up to a maximum of 200.

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).

item_health_small

Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Green cross bubble - 5 Health. Can be picked up to give over 100 health but slowly decays back to 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).

item_invis
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Invisibility power-up. Lasts 30 seconds.

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).

item_quad
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Quad Damage power-up (3 times damage). Lasts 30 seconds.

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).

item_regen
Map Entity Color: blue
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Health Regeneration power-up. This will boost your current health by 5 points every second up to a maximum of 200. The boost continues for a period of 30 seconds. Aftewards, any health points over 100 slowly decay back to 100.

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).

Light Entity

light
Map Entity Color: bright green  (see Notes)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Non-displayed light entity. The default condition emits white light in all directions at a value of 300. The apparent brightness of the light is modeled on "real world" physics, so the falloff in brightness willl be an inverse square of distance from the source. It can be colored. It can be targeted on an info_null entity to make a spotlight.

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.

  1. CTRL + k:  With the entity window open, select a light entity in either the map or camera window. Press CTRL + k. This brings up the windows color selector. Select a color and choose "OK".  The editor automatically normalizes the light colors.
  2. Sample Texture: Select the light entity. Select a texture in either the texture window or the camera window.  Hit SHIFT + middle mouse button.
  3. Manual Entry: Type in the value for the key _color as a 3 numbers between 0 and 1 (inclusive).
  4. Copy Existing: Select another light entity whose color value the user would like to duplicate. In the editor window, lef click on the key "_color". Now select the light entity to be colored. Hit ENTER.


Misc_* Entities

misc_model
Map Entity Color: red
Dimensions: (-16 -16 -16) (16 16 16)
Game Function: Generic, one-size-fits-all placeholder for inserting .md3 models in game. Requires compilation of map geometry to be added to level.

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"

misc_portal_camera
Map Entity Color: light orange
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: 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.

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

misc_portal_surface
Map Entity Color: light orange
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: 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).

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

misc_teleporter_dest
Map Entity Color: red
Dimensions: (-32 -32 -24) (32 32 -16)
Game Function: Teleport destination location point for trigger_teleporter entities. A "target_position" can also be used for this.

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.

Path_* Entities

path_corner
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Path corner entity that define the routes that func_trains can be made to follow.

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

Shooter_* Entities

shooter_grenade
Map Entity Color: red-violet
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: 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.

shooter_plasma
Map Entity Color: red-violet
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: 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.

shooter_rocket
Map Entity Color: red-violet
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: 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.

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


Target_* Entities

target_delay
Map Entity Color: aqua
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: The target_delay trigger is an intermediary time delay trigger. Like a target_relay (see below), this can only be fired by other triggers which will, in turn, cause it to fire its own targets

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).

target_give
Map Entity Color: red
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This is used to give ammo, weapons, health or items to the player who activates it.

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

target_kill
Map Entity Color: gray
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This will kill the player who activates the trigger that fires this target.

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).*/

target_laser

Map Entity Color: red
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Generates a red laser beam. I think this can somehow spawn in the game, I saw it once but it's too inconsistent to be usable. Commented out.

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.

target_location
Map Entity Color: Dark Green
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.

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.

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).

Design Tips: The target locations are "line-of-sight." If a player can "see" it, and that target is the closest to the player, then that location message is displayed. Be conservative in placing location markers. Because of the way the location code is implemented, it causes a large amount of data to be transmitted regularly. It has been explained that the game serrver has to constantly keep track of, and update to the clients, a data table equal to all the location markers multiplied by all the players. Not only that, but it must calculate line of sight from players to location markers and calculate the distance from the location marker.
   Place the target locations in such a way that the entity can be "seen" from most, if not all, the positions that a player can stand in when it is inside that area. Fewer are better, even if it means that occasionally, a team mate is in an unknown location.

target_position
Map Entity Color: Dark Green
Dimensions: (-4 -4 -4) (4 4 4)
Game Function: This is an aiming target for entities like light, misc_portal_camera, and trigger_push (jump pads and launch pads) in particular.

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.

target_print

Map Entity Color: dark green
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This will print a message on the center of the screen when triggered. By default, all the clients will see the message.

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.

target_push
Map Entity Color: gray
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This is not recommended for creating jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger.

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

Design Tip:
There is a way to make the target push play proper sounds. Just create a sound\movers\plats folder under baseq3 and put a sounds windfly.wav in it. It can be the sound from the Q2 or your own custom looping if you're up to it.

target_relay
Map Entity Color: aqua
Map Entity Color: (-8 -8 -8) (8 8 8)
Game Function: This can only be activated by other triggers, which will, in turn, cause it to activate its own targets.

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.

target_remove_powerups

Map Entity Color: blue
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This takes away all item_* type powerups from player except health and armor (holdable_* items are not taken away either). This must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession.

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).*/

target_score
Map Entity Color: bright green
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points.

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).*/

target_speaker

Map Entity Color: bright green
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.

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

target_teleporter
Map Entity Color: red
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Activating this will teleport players to the location of the targeted misc_teleporter_dest entity (target_position can also be used). Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.

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.


Team_* Entities

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.

team_CTF_blueflag
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team flag for CTF games.

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.

team_CTF_blueplayer
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: 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).

Keys
target: this can point at a target_give entity for respawn freebies.

team_CTF_bluespawn
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged.

Keys
target: this can point at a target_give entity for respawn freebies.

team_CTF_redflag
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team flag for CTF games.

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.

team_CTF_redplayer
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: 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).

Keys
target: this can point at a target_give entity for respawn freebies.

team_CTF_redspawn
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Red team respawning position for CTF games. This is where red team players respawn after they get fragged.

Keys
target: this can point at a target_give entity for respawn freebies.

Trigger_* Entities

trigger_always
Map Entity Color: gray
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Automatic trigger. It will fire the entities it targets as soon as it spawns in the game.

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.

trigger_hurt
Map Entity Color: gray
Dimensions: size of brush used
Game Function: 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.

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

trigger_multiple
Map Entity Color: gray
Dimensions: size of brush used
Game Function: 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.

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

trigger_push
Map Entity Color: gray
Dimensions: size of brush used
Game Function: 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.

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

trigger_teleport
Map Entity Color: gray
Dimensions: size of brush used
Game Function: 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.

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


Weapon Entities

weapon_bfg
Map Entity Color: blue
Dimensions: 32x32
Game Function: Big Freaking Gun. Default ammo load is 20.

weapon_gauntlet
Map Entity Color: blue
Dimensions: 32x32
Game Function: Melee weapon. No ammo. There is no reason to place this entity in a map.

weapon_ grapplinghook
Map Entity Color: blue
Dimensions: 32x32
Game Function: Grappling Hook. Spawns in the game and works but is unskinned. Does not use ammo.

weapon_grenadelauncher
Map Entity Color: blue
Dimensions: 32x32
Game Function: Lobs bouncing grenades. Comes with 10 grenades.

weapon_lightning
Map Entity Color: blue
Dimensions: 32x32
Game Function: Also called the "shaft" by some. Comes with 100 "shocks"

weapon_machinegun
Map Entity Color: blue
Dimensions: 32x32
Game Function: Player automatically starts with this. Comes with a default load of 100 "shots."

Design Tip: For a "Rocket Arena" type game, the designer may wish to use the target_give entity to "give" the player an ammo_bullets entity with a count of -100 to remove the machinegun from play.

weapon_plasmagun
Map Entity Color: blue
Dimensions: 32x32
Game Function: Comes with 50 shots.

weapon_railgun
Map Entity Color: blue
Dimensions: 32x32
Game Function: Comes with 10 slugs.

weapon_rocketlauncher
Map Entity Color: blue
Dimensions: 32x32
Game Function: Comes with 10 rockets.

weapon_shotgun
Map Entity Color: blue
Dimensions: 32x32
Game Function: Also called the "shaft" by some. Comes with 10 rockets.

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).

Worldspawn Entity

Worldspawn
Only used for the world. You access the worldspawn entity by selecting any non-entity brush in your map.

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).