/*QUAKED _decal (0 1.0 0) ?
Compiler-only entity. Specifies a decal for projection.

A decal is created by grouping one or more bezier patches and targetting it into an info_null entity. Axis and distance of projection are determined by the distance between the center of the _decal entity and the target. 
--------- KEYS --------
"target" : The entity which is targetted at for projection.
--------- NOTES --------
*/
/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4)
Compiler-only entity. Specifies the origin of a skybox in a contained area of the map, far from the actual level.

A skybox casts shadows on normal parts of the map and allows the use of cloud layers and other effects. After compiling, the skybox will replace any sky shaders present in the map, except, of course, those in the skybox itself. 
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
--------- NOTES --------
*/
/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/chaingunam.md3"
Chaingun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 100.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/bfgam.md3"
BFG ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 15.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/machinegunam.md3"
Machinegun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 50.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/plasmaam.md3"
Plasma Gun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 30.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/grenadeam.md3"
Grenade Launcher ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 5.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/lightningam.md3"
Lightning Gun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 60.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/proxmineam.md3"
Prox Launcher ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/nailgunam.md3"
Nailgun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/rocketam.md3"
Rocket Launcher ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 5.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/shotgunam.md3"
Shotgun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/railgunam.md3"
Railgun ammo.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED domination_point (1 0 .5) (-16 -16 -16) (16 16 16)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/dpoints/a_white.md3"
Domination Control Point.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"message" : Gives the point a name which is displayed in-game. (MAX length: 19 chars)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : Picking up the item will trigger these targets.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Brush entity which bobs on the Z axis.

By default, a func_bobbing entity bobs on the Z axis (up-down) and displaces in both directions equal to the dimension of the brush group. 
--------- KEYS --------
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"height" : Total height of movement, defaults to model height. Default: 32.0.
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"model2" : .md3 model to draw.
"noise" : Wav file to play. Recommended use is for looping sounds.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"phase" : Start offset of the oscillation cycle. Values are located in the range (0,1); any integer value different to 1 equals to no offset. Default: 0.0.
"speed" : Seconds to complete a bob cycle. Default: 4.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
This entity kills players when blocked.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
*/
/*QUAKED func_button (0 .5 .8) ?
Pushable button, usually used to trigger other entities or just open doors.

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. 
--------- KEYS --------
"angle" : Determines the movement direction. Among the values it can take:

* -1: the entity moves up.

* -2: the entity moves down.
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"health" : If set, in order to activate, the entity must take damage instead of being touched. Default: 0.0.
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"lip" : Protrusion above rest position after the end of the movement. Default: 4.0.
"model2" : .md3 model to draw.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"speed" : Speed of entity movement. Default: 40.0.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"wait" : Seconds between triggerings.

* -1 = never returns. Default: 1.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN UNUSED CRUSHER
Movable brush usually used as a door, hence the name.

By default, a door activates upon proximity of a player or when damage is inflicted to it. In order to team doors up, separate func_door entities must be connected by sharing the same 'team' key. 
--------- KEYS --------
"angle" : Determines the movement direction. Among the values it can take:

* -1: the entity moves up.

* -2: the entity moves down.
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"dmg" : Damage to inflict when blocking the operation of the entity. Default: 4.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"health" : If set, in order to activate, the entity must take damage instead of being touched. Default: 0.0.
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"lip" : Protrusion above rest position after the end of the movement. Default: 8.0.
"model2" : .md3 model to draw.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"speed" : Speed of entity movement. Default: 100.0.
"state_targetname" : Set this to elimination_active in order to create a round-dependant door (See Notes).
"targetname" : If set, the door needs to be operated by a func_button or trigger.
"team" : Separate func_door entities within this team will operate together.
"wait" : Seconds before the door returns to its default state.

* -1 = returns immediately. Default: 2.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The key ''state_targetname'' is used to create warmup-locked doors in round-based gametypes. Before a round begins, these doors are closed, but once a round starts, the doors are opened. The doors return to their closed state after a round is finished.
*/
/*QUAKED func_group (0 .5 .8) ?
Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.

Entity which groups several brushes and patches together for convenience. 
--------- KEYS --------
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
*/
/*QUAKED func_pendulum (0 .5 .8) ?
A swinging pendulum. Pendulums always swing north / south on unrotated models.  Pendulum frequency is a physical constant based on the length of the beam and gravity.

The origin is the point where the rotation axis goes through. The speed of swinging is not adjustable. 
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"model2" : .md3 model to draw.
"noise" : Wav file to play. Recommended use is for looping sounds.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"phase" : Start offset of the swinging cycle. Values are located in the range (0,1); any integer value different to 1 equals to no offset. Default: 0.0.
"speed" : Number of degrees each way the pendulum swings. Default: 30.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
This entity kills players when blocked.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
*/
/*QUAKED func_plat (0 .5 .8) ?
Activable platforms. Plats are always drawn in the extended position so they will light correctly.
--------- KEYS --------
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"dmg" : Damage to inflict when blocking the operation of the entity. Default: 4.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"height" : Total height of movement, defaults to model height. Default: nan.
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"lip" : Protrusion above rest position after the end of the movement. Default: 16.0.
"model2" : .md3 model to draw.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"speed" : Speed of entity movement. Default: 150.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON UNUSED X_AXIS Y_AXIS
A rotating entity, used for decorations or moving platforms. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default.  You can check either the X_AXIS or Y_AXIS box to change that.
--------- KEYS --------
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"model2" : .md3 model to draw.
"noise" : Wav file to play. Recommended use is for looping sounds.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"speed" : Determines how fast it moves. Default: 100.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
*/
/*QUAKED func_static (0 .5 .8) ?
A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
--------- KEYS --------
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"model2" : .md3 model to draw.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
*/
/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
Repeatedly fires its targets. Can be turned on or off by using another func or trigger.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Wait variance. The time between firing is located between the values (wait-random) and (wait+random), including these values. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Name of the entities to be triggered.
"targetname" : Name of the trigger that (de)activates the timer.
"wait" : Base time between triggering all targets. Default: 1.0.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
A train is a mover that moves between path_corner target points. The train spawns at the first target it is pointing at.
--------- KEYS --------
"color" : constantLight color of the md3 model included with the entity. It doesn't affect entity brushes. Default: 1 1 1.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"light" : constantLight radius of the model included with the entity. It doesn't affect entity brushes. Default: 0.0.
"model2" : .md3 model to draw.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"origin" : Alternate method of setting the entity's origin point. Use it if you don't use an origin brush in the entity. (See notes) Default: 0 0 0.
"speed" : Speed of entity movement. Default: 100.0.
"target" : Next path_corner.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_targetname" : The model attached to the entity.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
--------- NOTES --------
This entity requires an origin. It can either be a square brush of 16x16x16 or 32x32x32 with the common/origin texture in all of its faces as part of the entity, or a pair of coordinates set in the 'origin' key. This origin is also tied to the 'noise' key, as otherwise the sound won't follow the entity as it moves.
The route of the '_celshader' and 'shader'/'_shader' keys MUST omit 'textures/' at the beginning, otherwise it won't work.
This entity can have a model attached to it. For this, the entity must have a 'targetname' key set, and the model must target this entity.
*/
/*QUAKED holdable_invulnerability (0.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/invulnerability.md3"
Invulnerability holdable.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 60.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED holdable_kamikaze (0.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/kamikazi.md3"
Kamikaze holdable.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 60.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED holdable_medkit (0.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/teleporter.md3"
Personal Medkit holdable.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 60.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED holdable_portal (0.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/porter.md3"
Portal holdable.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 60.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED holdable_teleporter (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/holdable/teleporter.md3"
Teleporter holdable.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 60.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED info_camp (0 0.5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
--------- KEYS --------
"range" : Game units the camping bot can move from its camping location.
"weight" : Priority level the camping bot uses to determine if they want to camp there.
--------- NOTES --------
*/
/*QUAKED info_notnull (0 0.5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for in-game calculation, like jumppad targets.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED info_null (0 0.5 0) (-8 -8 -8) (8 8 8)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED info_player_dd (1 1 1) (-16 -16 -24) (16 16 32) INITIAL
Spawn point used in Double Domination if no team specific spawn points exists. Usually placed in the middle of CTF maps. See info_player_dd_red and info_player_dd_blue for team specific versions.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"notbot" : Prevents bots from using this spot as a spawnpoint.
"nothumans" : Prevents humans from using this spot as a spawnpoint.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
*/
/*QUAKED info_player_dd_blue (0.5 0.5 1) (-16 -16 -24) (16 16 32) INITIAL
Spawn point used in Double Domination by the blue team. If your map has dedicated spawn rooms, use this.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"notbot" : Prevents bots from using this spot as a spawnpoint.
"nothumans" : Prevents humans from using this spot as a spawnpoint.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
*/
/*QUAKED info_player_dd_red (1 0.5 0.5) (-16 -16 -24) (16 16 32) INITIAL
Spawn point used in Double Domination by the red team. If your map has dedicated spawn rooms, use this.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"notbot" : Prevents bots from using this spot as a spawnpoint.
"nothumans" : Prevents humans from using this spot as a spawnpoint.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
*/
/*QUAKED info_player_deathmatch (0.5 0.5 0.5) (-16 -16 -24) (16 16 32) INITIAL
Potential spawning position for Deathmatch games. The first time a player enters the game, they will be at an 'initial' spot. Targets will be fired when someone spawns in on them.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : Prevents bots from using this spot as a spawnpoint.
"nothumans" : Prevents humans from using this spot as a spawnpoint.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16)
The intermission will be viewed from this point.  Target an info_notnull for the view direction.
--------- KEYS --------
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
*/
/*QUAKED info_player_start (0.25 0.25 0.25) (-16 -16 -24) (16 16 32)
Limited equivelant to info_player_deathmatch. Use that one instead.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"notbot" : Prevents bots from using this spot as a spawnpoint.
"nothumans" : Prevents humans from using this spot as a spawnpoint.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
*/
/*QUAKED info_spectator_start (0 1 1) (-16 -16 -24) (16 16 32)
--------- KEYS --------
--------- NOTES --------
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
*/
/*QUAKED item_ammoregen (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED RED_TEAM BLUE_TEAM
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo.md3"
Ammo Regen rune.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 0.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_armor_body (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/armor_red.md3"
Body Armor.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 25.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_armor_combat (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/armor_yel.md3"
Combat Armor.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 25.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_armor_shard (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/armor/shard.md3"
Armor Shard.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 25.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED
Invisible entity that attracts bots into areas they may not be usually interested. They'll try to reach it and touch it like it was a pickup. Has no effect on human players.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"weight" : Priority level the nearby bot uses to determine if they want to go to that location.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
*/
/*QUAKED item_doubler (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED RED_TEAM BLUE_TEAM
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/doubler.md3"
Doubler rune.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 0.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_enviro (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/enviro.md3"
Battle Suit powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 30.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_flight (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/flight.md3"
Flight powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 60.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_guard (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED RED_TEAM BLUE_TEAM
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/guard.md3"
Guard rune.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 0.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_haste (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/haste.md3"
Haste powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 30.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_health (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/medium_cross.md3"
Medium Health.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 35.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_health_large (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/large_cross.md3"
Large Health.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 35.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_health_mega (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/mega_cross.md3"
Megahealth.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 40.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_health_small (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/health/small_cross.md3"
Small Health.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 35.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_invis (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/invis.md3"
Invisibility powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 30.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_quad (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/quad.md3"
Quad Damage powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 30.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_regen (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/instant/regen.md3"
Regeneration powerup.
--------- KEYS --------
"count" : Amount of game seconds of duration of this powerup. Default: 30.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 120.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED item_scout (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED RED_TEAM BLUE_TEAM
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/scout.md3"
Scout rune.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 0.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED UNUSED NOGRIDLIGHT
Non-displayed light.
--------- KEYS --------
"_color" : Color of the light entity. Default: 1.0 1.0 1.0.
"light;_light" : Intensity of the light. Lower values equals to a dimmer light, higher values equal to an intenser light. Default: 300.0.
"radius" : Radius of a spotlight at the target point. Default: 64.0.
"target" : The entity which is targetted at for projection.
"_anglescale" : Light attenuation scaling. Lower values lessens angle attenuation, while higher values give sharper, more faceted lighting. Default: 1.0.
"_deviance" : Distance in world units for spotlights and targetted lights. Also the degree for sunlights. (Recommended values between 0.5 and 3)
"_filter" : If set to 1, toggles on lightmap filtering.
"_filterradius" : Lightmaps within this amount of world units will be filtered.
"_samples" : Random jitters distributed over the solid arc. (~16)
"_sun" : If set to 1 on a spotlight, it makes an infinite sun light.
"fade" : Light attenuation fade for linear lights.
"scale" : Light attenuation scale. Affects the ''light'' and ''_light'' values.
"style" : Worldspawn light style. Values are set between the values 1 and 31, including those two.
--------- NOTES --------
Lights pointed at a target will be spotlights.
*/
/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NO_ANGLE UNUSED UNUSED NO_GRID_LIGHT
Non-displayed light. Only affects entities.
--------- KEYS --------
"_color" : Color of the light entity. Default: 1.0 1.0 1.0.
"light;_light" : Intensity of the light. Lower values equals to a dimmer light, higher values equal to an intenser light. Default: 300.0.
"radius" : Radius of a spotlight at the target point. Default: 64.0.
"target" : The entity which is targetted at for projection.
"_sun" : If set to 1 on a spotlight, it makes an infinite sun light.
"fade" : Light attenuation fade for linear lights.
"scale" : Light attenuation scale. Affects the ''light'' and ''_light'' values.
--------- NOTES --------
Lights pointed at a target will be spotlights.
*/
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
Displays a static model in the map.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the entity. Default: 1.0.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_remap" : Remapping of shaders/textures on the model. (See notes)
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"modelscale" : Value determining the uniform scale of the model. Default: 1.0.
"modelscale_vec" : Individual control of width, height and breadth scale of the model. Default: 1.0 1.0 1.0.
"target" : Attaches the misc_model to a func_entity with this targetname value.
--------- NOTES --------
misc_models are models whose only animation comes from shader entities and can only rotate on the Z axis. Models are entirely non-solid, because of this they don't clip against weapon fire or other players, so appropriate clip brushes matching the size and shape of the models must be drawn.

In order to remap a model, use ''*;texturepath'' in order to remap the whole model under a single texture/shader, or ''texturepath1;texturepath2'' in order to remap a specific texture/shader.
*/
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) SLOW_ROTATE FAST_ROTATE NO_SWING
The target for a misc_portal_director.  You can set either angles or target another entity to determine the direction of view.
--------- KEYS --------
"angles" : Individual control of pitch and yaw. Allows rotation in directions different from roll. Default: 0 0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"roll" : Angle modifier to orient the camera around the target vector.
"target" : Points to a target_position setting the camera's pointing direction.
--------- NOTES --------
*/
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.

This must be within 64 world units of the surface!
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : Points to a target_position that displays what the portal renders.
--------- NOTES --------
*/
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"speed" : Speed to move to the next corner. Default: nan.
"target" : Next path corner and other targets to fire.
"targetname" : Name of the entity that points to this entity.
"wait" : Seconds to wait before behining move to next corner. Default: 0.0.
--------- NOTES --------
*/
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
--------- KEYS --------
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Number of degrees of deviance from the target. Default: 0.0.
"target" : Points to a target_position to where the shooter aims.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
--------- KEYS --------
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Number of degrees of deviance from the target. Default: 0.0.
"target" : Points to a target_position to where the shooter aims.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
--------- KEYS --------
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Number of degrees of deviance from the target. Default: 0.0.
"target" : Points to a target_position to where the shooter aims.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
--------- KEYS --------
"delay" : Similar to ''wait''. Not even the devs know why this key exists lol! Default: ~1.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Delay variance, total delay = delay +/- random seconds. Default: 0.0.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"targetname" : Name of the entity that points to this entity.
"wait" : Seconds to pause before firing targets. Default: ~1.
--------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
Gives the activator all the items pointed to.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
Kills the activator.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
When triggered, fires a laser.  You can either set a target or a direction.
--------- KEYS --------
--------- NOTES --------
This item is broken in some older versions of OA and the game it's inspired from. It may not work.
*/
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
Closest target_location in sight used for the location, if none in site, closest in distance.
--------- KEYS --------
"count" : If set between 0-7, the location will be displayed with one of eight colors:

* 0: white

* 1: red

* 2: green

* 3: yellow

* 4: blue

* 5: cyan

* 6: magenta

* 7: white Default: 0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"message" : Name of the location.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
--------- NOTES --------
*/
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) RED_TEAM BLUE_TEAM PRIVATE
On activation, prints a message on the screen.
--------- KEYS --------
"message" : Text to display.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCE_PAD
Pushes the activator in the direction.of angle, or towards a target apex.
--------- KEYS --------
"angles" : Individual control of pitch, yaw and roll. Default: 0 0 0.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"speed" : Vertical speed. Doesn't have effect if the target_push already targets another entity. Default: 1000.0.
"target" : All entities with a matching targetname will be used.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM
This doesn't perform any actions except fire its targets. The activator can be forced to be from a certain team.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
Takes away all the activators powerups. Used to drop powerups into death pits.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
The activator is given this many points.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
Plays a sound. Do we really have to explain this? LOL!
--------- KEYS --------
"noise" : Wav file to play. Recommended use is for looping sounds.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"state_targetname" : Set this to elimination_active in order to create a round-dependant door (See Notes).
"targetname" : Name of the entity that points to this entity.
"wait" : Seconds between auto triggerings.

* 0 = doesn't auto trigger. Default: 0.0.
--------- NOTES --------
The string '*falling1' in the 'noise' key will play character-specific sounds when the characters are falling into a pit. Sounds need to be formatted in mono, 32-bit PCM is not supported and OGG files will only work if the extension is omitted.
*/
/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
The activator will be teleported away.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/flags/b_flag.md3"
Blue Team Flag. Used as such for CTF, One Flag CTF and CTF Elimination games. Becomes the B point in Double Domination games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : Picking up the item will trigger these targets.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED team_CTF_blueplayer (0.25 0.25 1) (-16 -16 -24) (16 16 32)
Initial spawnpoint for Blue Team players.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
*/
/*QUAKED team_CTF_bluespawn (0.5 0.5 1) (-16 -16 -24) (16 16 32)
Potential, post-initial spawnpoint for Blue Team players.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
*/
/*QUAKED team_CTF_neutralflag (1 1 1) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/flags/n_flag.md3"
Neutral Flag. Used as a key entity in One Flag CTF and Possession games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : Picking up the item will trigger these targets.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/flags/r_flag.md3"
Red Team Flag. Used as such for CTF, One Flag CTF and CTF Elimination games. Becomes the A point in Double Domination games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : Picking up the item will trigger these targets.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED team_CTF_redplayer (1 0.25 0.25) (-16 -16 -24) (16 16 32)
Initial spawnpoint for Red Team players.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
*/
/*QUAKED team_CTF_redspawn (1 0.5 0.5) (-16 -16 -24) (16 16 32)
Potential, post-initial spawnpoint for Red Team players.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
Maps must have at least 8 of this kind of spawnpoint without either 'gametype' or '!gametype' in order to prevent friendly telefragging. Bigger maps may require up to 16 of this spawnpoint.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
*/
/*QUAKED team_blueobelisk (0 0 1) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/overload_base.md3"
Blue Team Obelisk. Used as a key entity for Harvester and Overload games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED team_neutralobelisk (1 1 1) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/obelisk/obelisk.md3"
Neutral Obelisk. Used as a key entity for Harvester games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED team_redobelisk (1 0 0) (-16 -16 -24) (16 16 64)
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/overload_base.md3"
Red Team Obelisk. Used as a key entity for Harvester and Overload games.
--------- KEYS --------
"angle" : Determines a facing angle. Default: 0.0.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Be aware that key game objectives usually don't need the 'gametype' or '!gametype' keys set, unless a map can support a certain gametype or is planned to do so. For example, One Flag CTF and Harvester can be played on asymmetrical map designs due to the nature of the gametypes. This can't be said for Capture the Flag, which is played best on symmetrical maps.
*/
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
--------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF UNUSED SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt. It does dmg points of damage each server frame.
--------- KEYS --------
"dmg" : Damage to inflict when blocking the operation of the entity. Default: 5.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
--------- NOTES --------
Targeting the trigger will toggle its on / off state.
*/
/*QUAKED trigger_multiple (.5 .5 .5) ?
Variable sized repeatable trigger.  Must be targeted at one or more entities.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"target" : All entities with a matching targetname will be used.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"wait" : Base time between triggering all targets. Default: 0.2.
--------- NOTES --------
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED trigger_push (.5 .5 .5) ?
Must point at a target_position, which will be the apex of the leap. This will be client side predicted, unlike target_push.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
--------- NOTES --------
*/
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination.
--------- KEYS --------
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"target" : All entities with a matching targetname will be used.
"targetname" : Name of the entity that points to this entity.
--------- NOTES --------
*/
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/bfg/bfg.md3"
BFG.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 20.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/vulcan/vulcan.md3"
Chaingun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 5.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/gauntlet/gauntlet.md3"
Gauntlet.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/grapple/grapple.md3"
Grappling Hook.
--------- KEYS --------
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/grenadel/grenadel.md3"
Grenade Launcher.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/lightning/lightning.md3"
Lightning Gun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 100.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/machinegun/machinegun.md3"
Machinegun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 100.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/nailgun/nailgun.md3"
Nailgun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/plasma/plasma.md3"
Plasma Gun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 50.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons/proxmine/proxmine.md3"
Prox Launcher.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
This entity may not work with mods designed for the game OA is inspired from.
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/railgun/railgun.md3"
Railgun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/rocketl/rocketl.md3"
Rocket Launcher.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Values for the 'gametype' and '!gametype' keys need to be separated by spaces. The valid values are the following: ffa tournament single team ctf oneflag obelisk harvester elimination lms dd dom pos
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
--------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/shotgun/shotgun.md3"
Shotgun.
--------- KEYS --------
"count" : Amount of ammo given to the player on pickup. Default: 10.
"gametype" : If set, the entity will ONLY appear in these gametypes. (See Notes)
"!gametype" : If set, the entity will NOT appear in these gametypes. (See Notes)
"notbot" : If set to 1, a bot will never attempt to pick up this item.
"notfree" : If set to 1, this entity won't spawn in free-for-all gamemodes.
"notsingle" : If set to 1, this entity won't spawn in single-player mode.
"notteam" : If set to 1, this entity won't spawn in team-based gamemodes.
"random" : Variation of time between respawns. The value is both added and subtracted from ''wait''. Default: 0.0.
"targetShaderName" : Shader to be swapped out for triggerable shader entities. (See Notes)
"targetShaderNewName" : Shader to be swapped in for triggerable shader entities. (See Notes)
"target" : Picking up the item will trigger these targets.
"targetname" : A target_give entity can point at this item so its given to the player.
"team" : If set, the entity is teamed up with items in this team. (See Notes)
"wait" : Seconds before the item respawns again.

* -1 = never respawns again. Default: 5.0.
--------- NOTES --------
Unless you're designing a map with a specific kind of gameplay in mind, it's advisable to NOT set the 'wait' or 'count' keys. Doing so will mess with what players know about item timings and effects. If you want to limit an entity to make it viable on your map, you should rethink the layout of your map in order for the entity to stop being game-breaking.
Upon activation of the targets, all shaders/textures in the map with the shader/texture mentioned in targetShaderName will change to the shader/texture mentioned in targetShaderNewName. This is useful for on/off switches, for example.
*/
/*QUAKED worldspawn (0 0 0) ?
The main entity of the map. Every map should have exactly one worldspawn.
--------- KEYS --------
"_ambient;ambient" : Constant value added to the overall lighting. Use not recommended, since ambient light has a tendency to flatten out variations in light and shade.
"_blocksize" : Size of the blocks q3map2 vis uses in order to calculate what's drawn in the screen. Higher values than the default are recommended for very large maps with low structural brush count. The calculation is based on the formulas X=_blocksize*n; Y=_blocksize*n. Default: 1024.
"_color" : Color of the ambient light. Default: 0 0 0.
"enableBreath" : Enables a cough-like effect for the characters. Mostly used for ice maps.
"enableDust" : Enables footstep-based dust from surfaces marked as such.
"enableFS" : Enables summer effects for characters in the map, if available. (FS=fanservice)
"enableQ" : Enables a Q1-like perspective. Mostly used for debugging.
"gravity" : Gravity of the level. Overrides the default value, is overriden by the game's set gravity value. Default: 800.0.
"gridsize" : Size of the lightgrid created by q3map2. The values represent the units in the X Y Z points. Large powers of 2 help reduce the BSP size and compile time on very large maps. Default: 128 128 256.
"message" : Name of the map. Displayed on the loading screen.
"_castshadows;_cs" : Per-entity control over shadow casting. The values it can take are:

* Under -1: Cast shadows on entities with _rs or _receiveshadows but NOT in the world.

* -1: Doesn't cast shadows on the world.

* 0: Casts shadows on entities. (Default)

* 1: Casts shadows on the world. (Also default)

* Over 1: Casts shadows on entities with _rs or _receiveshadows AND in the world.
"_celshader" : Cel shader used for this geometry.
"_farplanedist" : Amount of units the vis phase can see during compilation. In combination with level-wide fog, it can help reduce tris count on large, open maps.
"_foghull" : If set, the level will use the fog properties of this shader in order to render a level-wide fog.
"_keeplights" : Keeps lights in the BSP, preventing q3map2 from stripping them in the light phase.
"_lightmapscale" : Scales the resolution of lightmaps on brushes and patches in the world. Func_ entities can override this value. Default: 1.0.
"_mingridlight" : Minimum value of dynamic entity lighting, level-wide.
"_minlight" : Minimum value of world-wide lighting, level-wide, which uses ''_color'' to add a color to the ambience. Unlike _ambient and ambient, it does not add values to the other light entities.
"_minvertexlight" : Minimum value of vertex lighting, level-wide.
"_noshadersun" : Ignores the sky properties of the sky shaders, and ONLY uses entity sun lights.
"_receiveshadows;_rs" : Per-entity control over shadow reception. The values it can take are:

* 0: Doesn't receive shadows.

* Range (0,1): Receive shadows from both entities with _cs or _castshadows and world.

* 1: Receive shadows on everything (world shadows). This is the default value.

* Over 1: Receive shadows ONLY from entities with _cs or _castshadows.
"_indexmap;alphamap" : Path of the art file used to guide the mapping of textures on the terrain surface.
"_layers;layers" : Number of unique root shaders that will be used on the terrain surface.
"_shader;shader" : Metashader used to assign textures to the terrain entity.
"_style1alphaGen" : AlphaGen value for the light style index 1. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style1rgbGen" : rgbGen value for the light style index 1. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style2alphaGen" : AlphaGen value for the light style index 2. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style2rgbGen" : rgbGen value for the light style index 2. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style3alphaGen" : AlphaGen value for the light style index 3. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style3rgbGen" : rgbGen value for the light style index 3. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style4alphaGen" : AlphaGen value for the light style index 4. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style4rgbGen" : rgbGen value for the light style index 4. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style5alphaGen" : AlphaGen value for the light style index 5. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style5rgbGen" : rgbGen value for the light style index 5. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style6alphaGen" : AlphaGen value for the light style index 6. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style6rgbGen" : rgbGen value for the light style index 6. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style7alphaGen" : AlphaGen value for the light style index 7. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style7rgbGen" : rgbGen value for the light style index 7. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style8alphaGen" : AlphaGen value for the light style index 8. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style8rgbGen" : rgbGen value for the light style index 8. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style9alphaGen" : AlphaGen value for the light style index 9. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style9rgbGen" : rgbGen value for the light style index 9. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style10alphaGen" : AlphaGen value for the light style index 10. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style10rgbGen" : rgbGen value for the light style index 10. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style11alphaGen" : AlphaGen value for the light style index 11. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style11rgbGen" : rgbGen value for the light style index 11. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style12alphaGen" : AlphaGen value for the light style index 12. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style12rgbGen" : rgbGen value for the light style index 12. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style13alphaGen" : AlphaGen value for the light style index 13. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style13rgbGen" : rgbGen value for the light style index 13. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style14alphaGen" : AlphaGen value for the light style index 14. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style14rgbGen" : rgbGen value for the light style index 14. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style15alphaGen" : AlphaGen value for the light style index 15. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style15rgbGen" : rgbGen value for the light style index 15. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style16alphaGen" : AlphaGen value for the light style index 16. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style16rgbGen" : rgbGen value for the light style index 16. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style17alphaGen" : AlphaGen value for the light style index 17. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style17rgbGen" : rgbGen value for the light style index 17. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style18alphaGen" : AlphaGen value for the light style index 18. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style18rgbGen" : rgbGen value for the light style index 18. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style19alphaGen" : AlphaGen value for the light style index 19. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style19rgbGen" : rgbGen value for the light style index 19. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style20alphaGen" : AlphaGen value for the light style index 20. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style20rgbGen" : rgbGen value for the light style index 20. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style21alphaGen" : AlphaGen value for the light style index 21. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style21rgbGen" : rgbGen value for the light style index 21. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style22alphaGen" : AlphaGen value for the light style index 22. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style22rgbGen" : rgbGen value for the light style index 22. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style23alphaGen" : AlphaGen value for the light style index 23. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style23rgbGen" : rgbGen value for the light style index 23. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style24alphaGen" : AlphaGen value for the light style index 24. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style24rgbGen" : rgbGen value for the light style index 24. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style25alphaGen" : AlphaGen value for the light style index 25. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style25rgbGen" : rgbGen value for the light style index 25. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style26alphaGen" : AlphaGen value for the light style index 26. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style26rgbGen" : rgbGen value for the light style index 26. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style27alphaGen" : AlphaGen value for the light style index 27. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style27rgbGen" : rgbGen value for the light style index 27. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style28alphaGen" : AlphaGen value for the light style index 28. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style28rgbGen" : rgbGen value for the light style index 28. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style29alphaGen" : AlphaGen value for the light style index 29. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style29rgbGen" : rgbGen value for the light style index 29. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style30alphaGen" : AlphaGen value for the light style index 30. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style30rgbGen" : rgbGen value for the light style index 30. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style31alphaGen" : AlphaGen value for the light style index 31. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
"_style31rgbGen" : rgbGen value for the light style index 31. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5).
--------- NOTES --------
nan
*/
