STARTOFF - effect starts off, toggles on/off when used
ONESHOT - effect fires only when used
"angles" - 3-float vector, angle the effect should play (unless fxTarget is supplied)
"fxFile" - name of the effect file to play
"fxTarget" - aim the effect toward this object, otherwise defaults to up
"target" - uses its target when the fx gets triggered
"delay" - how often to call the effect, don't over-do this ( default 400 )
note that it has to send an event each time it plays, so don't kill bandwidth or I will cry
"random" - random amount of time to add to delay, ( default 0, 200 = 0ms to 200ms )
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"model2" .md3 model to also draw
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
"health" if set, the door must be shot open
"soundstart" Sound door makes when it starts
"soundmove" Sound door makes when it starts
"soundstop" Sound door makes when it stops
"sound" Set to 0 to disable sounds on door, 1 to enable. Default is 1.
*/
/*QUAKED func_plat (0 .5 .8) ?
Plats are always drawn in the extended position so they will light correctly.
"lip" default 8, protrusion above rest position
"height" total height of movement, defaults to model height
"speed" overrides default 200.
"dmg" overrides default 2
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"delay" After reaching pos2, plat will go back to pos1 after this many ms.
Once plat goes to pos1 form pos2, it will also wait this many ms before
it will activate and return to pos2.
"soundmove" Sound door makes when it moves
"soundstart" Sound door makes when it moves
"soundstop" Sound door makes when it stops
"sound" Set to 0 to disable sounds on door, 1 to enable. Default is 1.
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"model2" .md3 model to also draw
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"color" constantLight color
"light" constantLight radius
"sounduse" Sound when used
"sound" Set to 0 to disable sounds on button, 1 to enable. Default is 1.
*/
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners.
Target: next path corner and other targets to fire
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner