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		<updated>2026-04-19T23:54:24Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1679</id>
		<title>UrTHD:Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1679"/>
				<updated>2011-11-19T10:29:37Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* UrT Mapping Package 2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Compiler=&lt;br /&gt;
==FS_q3map_Radbump_4a==&lt;br /&gt;
The FS_q3map_Radbump_4a is a special compiler for Bumpmapping, wich becomes a big point of mapping for UrTHD&lt;br /&gt;
&lt;br /&gt;
Download: [http://www.mydevstuff.com/twoseven/q3mods/ut_bumpy_pack.rar]&lt;br /&gt;
&lt;br /&gt;
Forum: [http://www.urbanterror.info/forums/topic/26742-bumpmapping-modifications-enthusiastic-mappers-required]&lt;br /&gt;
&lt;br /&gt;
=Other Tools=&lt;br /&gt;
==UrT Mapping Package 2.0==&lt;br /&gt;
Hi Guys,&lt;br /&gt;
The 2.0 Version of my Mapping Package is now out.&lt;br /&gt;
&lt;br /&gt;
Download .exe: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.exe]&lt;br /&gt;
&lt;br /&gt;
Download .zip: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.zip]&lt;br /&gt;
&lt;br /&gt;
New:&lt;br /&gt;
 - Added Urban Terror HDa for Radiant&lt;br /&gt;
 - Added Urban Terror 4.2 for Radiant (for those who use the iourbanterror42_bumpy_v7a.exe)&lt;br /&gt;
 - Updated Urban Terror 4.1.1&lt;br /&gt;
 - Bump Mapping Support&lt;br /&gt;
 - FS_q3map_Radbump_4-Builds included&lt;br /&gt;
 - Buildcommands for FS_q3map_Radbump_4 in the Compiler&lt;br /&gt;
 - Added the CubeMapProbe Entity&lt;br /&gt;
 - Removed unused quake3 entities&lt;br /&gt;
&lt;br /&gt;
Install .exe:&lt;br /&gt;
&lt;br /&gt;
 1. Start the Installer&lt;br /&gt;
 2. Choose your Radiantinstallationfolder.&lt;br /&gt;
 3. Install.&lt;br /&gt;
&lt;br /&gt;
Install .zip:&lt;br /&gt;
&lt;br /&gt;
 1. Open the .zip-file with a zipprogramm (for example 7zip).&lt;br /&gt;
 2. Extract all files in it to your Radiantinstallationfolder.&lt;br /&gt;
&lt;br /&gt;
!!!YOU HAVE TO RESTART YOUR RADIANT AFTER THE INSTALLATION!!!&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
TwentySeven for his great compiler and the coolest .exe ever.&lt;br /&gt;
&lt;br /&gt;
Tested on:&lt;br /&gt;
 - netradiant 1.5.0 = work excellent&lt;br /&gt;
 - GtkRadiant 1.5.0 = work excellent&lt;br /&gt;
 - darkradiant = doesnt work well&lt;br /&gt;
The .zip should work on Linux and MacOS, but the new Compiler doesnt work on both.&lt;br /&gt;
&lt;br /&gt;
mfg nemNEMnem&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1678</id>
		<title>UrTHD:Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1678"/>
				<updated>2011-11-19T10:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* FS_q3map_Radbump_4a */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Compiler=&lt;br /&gt;
==FS_q3map_Radbump_4a==&lt;br /&gt;
The FS_q3map_Radbump_4a is a special compiler for Bumpmapping, wich becomes a big point of mapping for UrTHD&lt;br /&gt;
&lt;br /&gt;
Download: [http://www.mydevstuff.com/twoseven/q3mods/ut_bumpy_pack.rar]&lt;br /&gt;
&lt;br /&gt;
Forum: [http://www.urbanterror.info/forums/topic/26742-bumpmapping-modifications-enthusiastic-mappers-required]&lt;br /&gt;
&lt;br /&gt;
=Other Tools=&lt;br /&gt;
==UrT Mapping Package 2.0==&lt;br /&gt;
Hi Guys,&lt;br /&gt;
The 2.0 Version of my Mapping Package is now out.&lt;br /&gt;
&lt;br /&gt;
Download .exe: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.exe]&lt;br /&gt;
Download .zip: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.zip]&lt;br /&gt;
&lt;br /&gt;
New:&lt;br /&gt;
 - Added Urban Terror HDa for Radiant&lt;br /&gt;
 - Added Urban Terror 4.2 for Radiant (for those who use the iourbanterror42_bumpy_v7a.exe)&lt;br /&gt;
 - Updated Urban Terror 4.1.1&lt;br /&gt;
 - Bump Mapping Support&lt;br /&gt;
 - FS_q3map_Radbump_4-Builds included&lt;br /&gt;
 - Buildcommands for FS_q3map_Radbump_4 in the Compiler&lt;br /&gt;
 - Added the CubeMapProbe Entity&lt;br /&gt;
 - Removed unused quake3 entities&lt;br /&gt;
&lt;br /&gt;
Install .exe:&lt;br /&gt;
&lt;br /&gt;
 1. Start the Installer&lt;br /&gt;
 2. Choose your Radiantinstallationfolder.&lt;br /&gt;
 3. Install.&lt;br /&gt;
&lt;br /&gt;
Install .zip:&lt;br /&gt;
&lt;br /&gt;
 1. Open the .zip-file with a zipprogramm (for example 7zip).&lt;br /&gt;
 2. Extract all files in it to your Radiantinstallationfolder.&lt;br /&gt;
&lt;br /&gt;
!!!YOU HAVE TO RESTART YOUR RADIANT AFTER THE INSTALLATION!!!&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
TwentySeven for his great compiler and the coolest .exe ever.&lt;br /&gt;
&lt;br /&gt;
Tested on:&lt;br /&gt;
 - netradiant 1.5.0 = work excellent&lt;br /&gt;
 - GtkRadiant 1.5.0 = work excellent&lt;br /&gt;
 - darkradiant = doesnt work well&lt;br /&gt;
The .zip should work on Linux and MacOS, but the new Compiler doesnt work on both.&lt;br /&gt;
&lt;br /&gt;
mfg nemNEMnem&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1677</id>
		<title>UrTHD:Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=UrTHD:Tools&amp;diff=1677"/>
				<updated>2011-11-19T10:29:00Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Created page with &amp;quot;=Compiler= ==FS_q3map_Radbump_4a== The FS_q3map_Radbump_4a is a special compiler for Bumpmapping, wich becomes a big point of mapping for UrTHD. Download: [http://www.mydevstuff....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Compiler=&lt;br /&gt;
==FS_q3map_Radbump_4a==&lt;br /&gt;
The FS_q3map_Radbump_4a is a special compiler for Bumpmapping, wich becomes a big point of mapping for UrTHD.&lt;br /&gt;
Download: [http://www.mydevstuff.com/twoseven/q3mods/ut_bumpy_pack.rar]&lt;br /&gt;
Forum: [http://www.urbanterror.info/forums/topic/26742-bumpmapping-modifications-enthusiastic-mappers-required]&lt;br /&gt;
=Other Tools=&lt;br /&gt;
==UrT Mapping Package 2.0==&lt;br /&gt;
Hi Guys,&lt;br /&gt;
The 2.0 Version of my Mapping Package is now out.&lt;br /&gt;
&lt;br /&gt;
Download .exe: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.exe]&lt;br /&gt;
Download .zip: [http://nem.viper-project.de/wp-content/uploads/2011/11/urtmappingpackage2.0.zip]&lt;br /&gt;
&lt;br /&gt;
New:&lt;br /&gt;
 - Added Urban Terror HDa for Radiant&lt;br /&gt;
 - Added Urban Terror 4.2 for Radiant (for those who use the iourbanterror42_bumpy_v7a.exe)&lt;br /&gt;
 - Updated Urban Terror 4.1.1&lt;br /&gt;
 - Bump Mapping Support&lt;br /&gt;
 - FS_q3map_Radbump_4-Builds included&lt;br /&gt;
 - Buildcommands for FS_q3map_Radbump_4 in the Compiler&lt;br /&gt;
 - Added the CubeMapProbe Entity&lt;br /&gt;
 - Removed unused quake3 entities&lt;br /&gt;
&lt;br /&gt;
Install .exe:&lt;br /&gt;
&lt;br /&gt;
 1. Start the Installer&lt;br /&gt;
 2. Choose your Radiantinstallationfolder.&lt;br /&gt;
 3. Install.&lt;br /&gt;
&lt;br /&gt;
Install .zip:&lt;br /&gt;
&lt;br /&gt;
 1. Open the .zip-file with a zipprogramm (for example 7zip).&lt;br /&gt;
 2. Extract all files in it to your Radiantinstallationfolder.&lt;br /&gt;
&lt;br /&gt;
!!!YOU HAVE TO RESTART YOUR RADIANT AFTER THE INSTALLATION!!!&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
TwentySeven for his great compiler and the coolest .exe ever.&lt;br /&gt;
&lt;br /&gt;
Tested on:&lt;br /&gt;
 - netradiant 1.5.0 = work excellent&lt;br /&gt;
 - GtkRadiant 1.5.0 = work excellent&lt;br /&gt;
 - darkradiant = doesnt work well&lt;br /&gt;
The .zip should work on Linux and MacOS, but the new Compiler doesnt work on both.&lt;br /&gt;
&lt;br /&gt;
mfg nemNEMnem&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1676</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=1676"/>
				<updated>2011-11-19T10:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* Advanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
* [[Radiant:Shortcuts_And_Menu_Options|Keyboard shortcuts/menu options]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:What is a patch|Patch Meshes]]&lt;br /&gt;
* [[:Category:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
* [[Compiling:Healthy_Map|Healthy Map]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=200px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Tools]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Level Design|Level design]]&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resources]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
* [[Sound:Websites|Sound websites]]&lt;br /&gt;
* [[IRC|CMM IRC Channel]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:General&amp;diff=1433</id>
		<title>Lighting:General</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:General&amp;diff=1433"/>
				<updated>2011-09-03T11:26:18Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Created page with &amp;quot;Light: General  == How to add a light == Press the rightmousebutton on the 2D-window and choose &amp;quot;light&amp;quot;, now there is a popup where you fill in your light-intensity. Its by defau...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Light: General&lt;br /&gt;
&lt;br /&gt;
== How to add a light ==&lt;br /&gt;
Press the rightmousebutton on the 2D-window and choose &amp;quot;light&amp;quot;, now there is a popup where you fill in your light-intensity. Its by default 300.&lt;br /&gt;
&lt;br /&gt;
''Warning: You have to compile your map with -light-option that you can see your light.''&lt;br /&gt;
&lt;br /&gt;
== How to make a colored light ==&lt;br /&gt;
Choose the light, which you want to be color, and press &amp;quot;k&amp;quot;, now choose your color and klick on &amp;quot;ok&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
''Warning: You have to compile your map with -light-option that you can see your light.''&lt;br /&gt;
&lt;br /&gt;
== How to create target light ==&lt;br /&gt;
Create a &amp;quot;target_position&amp;quot; and put it there where you want. Then press &amp;quot;esc&amp;quot; and choose your light, then choose your target_position and now press &amp;quot;shift+k&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Warning: You have to compile your map with -light-option that you can see your light.''&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=785</id>
		<title>Compiling:Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=785"/>
				<updated>2011-08-21T09:57:12Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Complete list of command line parameters =&lt;br /&gt;
== Common options ==&lt;br /&gt;
* -connect address: Talk to a NetRadiant instance using a specific XML based protocol&lt;br /&gt;
* -force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash&lt;br /&gt;
* -fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)&lt;br /&gt;
* -fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)&lt;br /&gt;
* -fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)&lt;br /&gt;
* -game gamename: Load settings for the given game (default: quake3)&lt;br /&gt;
* -subdivisions F: multiplier for patch subdivisions quality&lt;br /&gt;
* -threads N: number of threads to use&lt;br /&gt;
* -v: Verbose mode&lt;br /&gt;
== BSP stage ==&lt;br /&gt;
* -bsp ... filename.map: Switch that enters this stage&lt;br /&gt;
* -altsplit: Alternate BSP tree splitting weights (should give more fps)&lt;br /&gt;
* -celshader shadername: Sets a global cel shader name&lt;br /&gt;
* -custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* -debuginset: Push all triangle vertexes towards the triangle center&lt;br /&gt;
* -debugportals: Make BSP portals visible in the map&lt;br /&gt;
* -debugsurfaces: Color the vertexes according to the index of the surface&lt;br /&gt;
* -deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)&lt;br /&gt;
* -de F: Distance epsilon for plane snapping etc.&lt;br /&gt;
* -fakemap: Write fakemap.map containing all world brushes&lt;br /&gt;
* -flares: Turn on support for flares (TEST?)&lt;br /&gt;
* -flat: Enable flat shading (good for combining with -celshader)&lt;br /&gt;
* -fulldetail: Treat detail brushes as structural ones&lt;br /&gt;
* -leaktest: Abort if a leak was found&lt;br /&gt;
* -meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)&lt;br /&gt;
* -minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* -mi N: Sets the maximum number of indexes per surface&lt;br /&gt;
* -mv N: Sets the maximum number of vertices of a lightmapped surface&lt;br /&gt;
* -ne F: Normal epsilon for plane snapping etc.&lt;br /&gt;
* -nocurves: Turn off support for patches&lt;br /&gt;
* -nodetail: Leave out detail brushes&lt;br /&gt;
* -noflares: Turn off support for flares&lt;br /&gt;
* -nofog: Turn off support for fog volumes&lt;br /&gt;
* -nohint: Turn off support for hint brushes&lt;br /&gt;
* -nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)&lt;br /&gt;
* -notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)&lt;br /&gt;
* -nowater: Turn off support for water, slime or lava (Stef, this is for you)&lt;br /&gt;
* -np A: Force all surfaces to be nonplanar with a given shade angle&lt;br /&gt;
* -onlyents: Only update entities in the BSP&lt;br /&gt;
* -patchmeta: Turn patches into triangle meshes for display&lt;br /&gt;
* -rename: Append &amp;quot;\_bsp&amp;quot; suffix to misc\_model shaders (needed for SoF2)&lt;br /&gt;
* -samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* -skyfix: Turn sky box into six surfaces to work around ATI problems&lt;br /&gt;
* -snap N: Snap brush bevel planes to the given number of units&lt;br /&gt;
* -tempname filename.map: Read the MAP file from the given file name&lt;br /&gt;
* -texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met&lt;br /&gt;
* -tmpout: Write the BSP file to /tmp&lt;br /&gt;
* -verboseentities: Enable -v only for map entities, not for the world&lt;br /&gt;
== VIS stage ==&lt;br /&gt;
* -vis ... filename.map: Switch that enters this stage&lt;br /&gt;
* -fast: Very fast and crude vis calculation&lt;br /&gt;
* -mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually&lt;br /&gt;
* -merge: Faster but still okay vis calculation&lt;br /&gt;
* -nopassage: Just use PortalFlow vis (usually less fps)&lt;br /&gt;
* -nosort: Do not sort the portals before calculating vis (usually slower)&lt;br /&gt;
* -passageOnly: Just use PassageFlow vis (usually less fps)&lt;br /&gt;
* -saveprt: Keep the PRT file after running vis (so you can run vis again)&lt;br /&gt;
* -tmpin: Use /tmp folder for input&lt;br /&gt;
* -tmpout: Use /tmp folder for output&lt;br /&gt;
== LIGHT stage ==&lt;br /&gt;
* -light ... filename.map: Switch that enters this stage&lt;br /&gt;
* -vlight ... filename.map: Deprecated alias for -light -fast ... filename.map&lt;br /&gt;
* -approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)&lt;br /&gt;
* -areascale F, -area F: Scaling factor for area lights (surfacelight)&lt;br /&gt;
* -border: Add a red border to lightmaps for debugging&lt;br /&gt;
* -bouncegrid: Also compute radiosity on the light grid&lt;br /&gt;
* -bounceonly: Only compute radiosity&lt;br /&gt;
* -bouncescale F: Scaling factor for radiosity&lt;br /&gt;
* -bounce N: Number of bounces for radiosity&lt;br /&gt;
* -cheapgrid: Use -cheap style lighting for radiosity&lt;br /&gt;
* -cheap: Abort vertex light calculations when white is reached&lt;br /&gt;
* -compensate F: Lightmap compensate (darkening factor applied after everything else)&lt;br /&gt;
* -cpma: CPMA vertex lighting mode&lt;br /&gt;
* -custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* -dark: Darken lightmap seams&lt;br /&gt;
* -debugaxis: Color the lightmaps according to the lightmap axis&lt;br /&gt;
* -debugcluster: Color the lightmaps according to the index of the cluster&lt;br /&gt;
* -debugdeluxe: Show deluxemaps on the lightmap&lt;br /&gt;
* -debugnormals: Color the lightmaps according to the direction of the surface normal&lt;br /&gt;
* -debugorigin: Color the lightmaps according to the origin of the luxels&lt;br /&gt;
* -debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface&lt;br /&gt;
* -debugunused: This option does nothing&lt;br /&gt;
* -debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red&lt;br /&gt;
* -deluxemode 0: Use modelspace deluxemaps (DarkPlaces)&lt;br /&gt;
* -deluxemode 1: Use tangentspace deluxemaps&lt;br /&gt;
* -deluxe, -deluxemap: Enable deluxemapping (light direction maps)&lt;br /&gt;
* -dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging&lt;br /&gt;
* -dirtdepth: Dirtmapping depth&lt;br /&gt;
* -dirtgain: Dirtmapping exponent&lt;br /&gt;
* -dirtmode 0: Ordered direction dirtmapping&lt;br /&gt;
* -dirtmode 1: Randomized direction dirtmapping&lt;br /&gt;
* -dirtscale: Dirtmapping scaling factor&lt;br /&gt;
* -dirty: Enable dirtmapping&lt;br /&gt;
* -dump: Dump radiosity from -bounce into numbered MAP file prefabs&lt;br /&gt;
* -export: Export lightmaps when compile finished (like -export mode)&lt;br /&gt;
* -exposure F: Lightmap exposure to better support overbright spots&lt;br /&gt;
* -external: Force external lightmaps even if at size of internal lightmaps&lt;br /&gt;
* -extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster&lt;br /&gt;
* -extrawide: Deprecated alias for -super 2 -filter&lt;br /&gt;
* -extra: Deprecated alias for -super 2&lt;br /&gt;
* -fastbounce: Use -fast style lighting for radiosity&lt;br /&gt;
* -faster: Use a faster falloff curve for lighting; also implies -fast&lt;br /&gt;
* -fastgrid: Use -fast style lighting for the light grid&lt;br /&gt;
* -fast: Ignore tiny light contributions&lt;br /&gt;
* -filter: Lightmap filtering&lt;br /&gt;
* -floodlight: Enable floodlight (zero-effort somewhat decent lighting)&lt;br /&gt;
* -gamma F: Lightmap gamma&lt;br /&gt;
* -gridambientscale F: Scaling factor for the light grid ambient components only&lt;br /&gt;
* -gridscale F: Scaling factor for the light grid only&lt;br /&gt;
* -keeplights: Keep light entities in the BSP file after compile&lt;br /&gt;
* -lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension)&lt;br /&gt;
* -lightmapsize N: Size of lightmaps to generate (must be a power of two)&lt;br /&gt;
* -lomem: Low memory but slower lighting mode&lt;br /&gt;
* -lowquality: Low quality floodlight (appears to currently break floodlight)&lt;br /&gt;
* -minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* -nocollapse: Do not collapse identical lightmaps&lt;br /&gt;
* -nodeluxe, -nodeluxemap: Disable deluxemapping&lt;br /&gt;
* -nogrid: Disable grid light calculation (makes all entities fullbright)&lt;br /&gt;
* -nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)&lt;br /&gt;
* -normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?)&lt;br /&gt;
* -nostyle, -nostyles: Disable support for light styles&lt;br /&gt;
* -nosurf: Disable tracing against surfaces (only uses BSP nodes then)&lt;br /&gt;
* -notrace: Disable shadow occlusion&lt;br /&gt;
* -novertex: Disable vertex lighting&lt;br /&gt;
* -patchshadows: Cast shadows from patches&lt;br /&gt;
* -pointscale F, -point F: Scaling factor for point lights (light entities)&lt;br /&gt;
* -q3: Use nonlinear falloff curve by default (like Q3A)&lt;br /&gt;
* -samplescale F: Scales all lightmap resolutions&lt;br /&gt;
* -samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* -samples N: Adaptive supersampling quality&lt;br /&gt;
* -scale F: Scaling factor for all light types&lt;br /&gt;
* -shadeangle A: Angle for phong shading&lt;br /&gt;
* -shade: Enable phong shading at default shade angle&lt;br /&gt;
* -skyscale F, -sky F: Scaling factor for sky and sun light&lt;br /&gt;
* -smooth: Deprecated alias for -samples 2&lt;br /&gt;
* -style, -styles: Enable support for light styles&lt;br /&gt;
* -sunonly: Only compute sun light&lt;br /&gt;
* -super N, -supersample N: Ordered grid supersampling quality&lt;br /&gt;
* -thresh F: Triangle subdivision threshold&lt;br /&gt;
* -trianglecheck: Broken check that should ensure luxels apply to the right triangle&lt;br /&gt;
* -trisoup: Convert brush faces to triangle soup&lt;br /&gt;
* -wolf: Use linear falloff curve by default (like W:ET)&lt;br /&gt;
== Analyzing BSP-like file structure ==&lt;br /&gt;
* -analyze ... filename.bsp: Switch that enters this mode&lt;br /&gt;
* -lumpswap: Swap byte order in the lumps&lt;br /&gt;
== Converting &amp;amp; Decompiling ==&lt;br /&gt;
* -convert ... filename.bsp: Switch that enters this mode&lt;br /&gt;
* -de number: Distance epsilon for the conversion&lt;br /&gt;
* -format converter: Select the converter (available: map, ase, or game names)&lt;br /&gt;
* -ne F: Normal epsilon for the conversion&lt;br /&gt;
* -shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs&lt;br /&gt;
== Exporting lightmaps==&lt;br /&gt;
* -export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff&lt;br /&gt;
== Fixing AAS checksum ==&lt;br /&gt;
* -fixaas filename.bsp: Switch that enters this mode&lt;br /&gt;
== Get info about BSP file ==&lt;br /&gt;
* -info filename.bsp: Switch that enters this mode&lt;br /&gt;
== Importing lightmaps ==&lt;br /&gt;
* -import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP&lt;br /&gt;
== MiniMap ==&lt;br /&gt;
* -minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
* -black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
* -boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
* -border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
* -gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
* -keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
* -minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with * -centering, and 1/64 of border appended to all sides)&lt;br /&gt;
* -nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
* -o filename.tga: Sets the output file name&lt;br /&gt;
* -random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
* -samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
* -sharpen F: Sets the sharpening coefficient&lt;br /&gt;
* -size N: Sets the width and height of the output image&lt;br /&gt;
* -white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
== Scaling ==&lt;br /&gt;
* -scale S filename.bsp: Scale uniformly&lt;br /&gt;
* -scale SX SY SZ filename.bsp: Scale non-uniformly&lt;br /&gt;
* -scale -tex S filename.bsp: Scale uniformly without texture lock&lt;br /&gt;
* -scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=782</id>
		<title>Compiling:Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=782"/>
				<updated>2011-08-21T09:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Complete list of command line parameters =&lt;br /&gt;
== Common options ==&lt;br /&gt;
* connect address: Talk to a NetRadiant instance using a specific XML based protocol&lt;br /&gt;
* force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash&lt;br /&gt;
* fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)&lt;br /&gt;
* fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)&lt;br /&gt;
* fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)&lt;br /&gt;
* game gamename: Load settings for the given game (default: quake3)&lt;br /&gt;
* subdivisions F: multiplier for patch subdivisions quality&lt;br /&gt;
* threads N: number of threads to use&lt;br /&gt;
* v: Verbose mode&lt;br /&gt;
== BSP stage ==&lt;br /&gt;
* bsp ... filename.map: Switch that enters this stage&lt;br /&gt;
* altsplit: Alternate BSP tree splitting weights (should give more fps)&lt;br /&gt;
* celshader shadername: Sets a global cel shader name&lt;br /&gt;
* custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* debuginset: Push all triangle vertexes towards the triangle center&lt;br /&gt;
* debugportals: Make BSP portals visible in the map&lt;br /&gt;
* debugsurfaces: Color the vertexes according to the index of the surface&lt;br /&gt;
* deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)&lt;br /&gt;
* de F: Distance epsilon for plane snapping etc.&lt;br /&gt;
* fakemap: Write fakemap.map containing all world brushes&lt;br /&gt;
* flares: Turn on support for flares (TEST?)&lt;br /&gt;
* flat: Enable flat shading (good for combining with -celshader)&lt;br /&gt;
* fulldetail: Treat detail brushes as structural ones&lt;br /&gt;
* leaktest: Abort if a leak was found&lt;br /&gt;
* meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)&lt;br /&gt;
* minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* mi N: Sets the maximum number of indexes per surface&lt;br /&gt;
* mv N: Sets the maximum number of vertices of a lightmapped surface&lt;br /&gt;
* ne F: Normal epsilon for plane snapping etc.&lt;br /&gt;
* nocurves: Turn off support for patches&lt;br /&gt;
* nodetail: Leave out detail brushes&lt;br /&gt;
* noflares: Turn off support for flares&lt;br /&gt;
* nofog: Turn off support for fog volumes&lt;br /&gt;
* nohint: Turn off support for hint brushes&lt;br /&gt;
* nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)&lt;br /&gt;
* notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)&lt;br /&gt;
* nowater: Turn off support for water, slime or lava (Stef, this is for you)&lt;br /&gt;
* np A: Force all surfaces to be nonplanar with a given shade angle&lt;br /&gt;
* onlyents: Only update entities in the BSP&lt;br /&gt;
* patchmeta: Turn patches into triangle meshes for display&lt;br /&gt;
* rename: Append &amp;quot;\_bsp&amp;quot; suffix to misc\_model shaders (needed for SoF2)&lt;br /&gt;
* samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* skyfix: Turn sky box into six surfaces to work around ATI problems&lt;br /&gt;
* snap N: Snap brush bevel planes to the given number of units&lt;br /&gt;
* tempname filename.map: Read the MAP file from the given file name&lt;br /&gt;
* texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met&lt;br /&gt;
* tmpout: Write the BSP file to /tmp&lt;br /&gt;
* verboseentities: Enable -v only for map entities, not for the world&lt;br /&gt;
== VIS stage ==&lt;br /&gt;
* vis ... filename.map: Switch that enters this stage&lt;br /&gt;
* fast: Very fast and crude vis calculation&lt;br /&gt;
* mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually&lt;br /&gt;
* merge: Faster but still okay vis calculation&lt;br /&gt;
* nopassage: Just use PortalFlow vis (usually less fps)&lt;br /&gt;
* nosort: Do not sort the portals before calculating vis (usually slower)&lt;br /&gt;
* passageOnly: Just use PassageFlow vis (usually less fps)&lt;br /&gt;
* saveprt: Keep the PRT file after running vis (so you can run vis again)&lt;br /&gt;
* tmpin: Use /tmp folder for input&lt;br /&gt;
* tmpout: Use /tmp folder for output&lt;br /&gt;
== LIGHT stage ==&lt;br /&gt;
* light ... filename.map: Switch that enters this stage&lt;br /&gt;
* vlight ... filename.map: Deprecated alias for -light -fast ... filename.map&lt;br /&gt;
* approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)&lt;br /&gt;
* areascale F, -area F: Scaling factor for area lights (surfacelight)&lt;br /&gt;
* border: Add a red border to lightmaps for debugging&lt;br /&gt;
* bouncegrid: Also compute radiosity on the light grid&lt;br /&gt;
* bounceonly: Only compute radiosity&lt;br /&gt;
* bouncescale F: Scaling factor for radiosity&lt;br /&gt;
* bounce N: Number of bounces for radiosity&lt;br /&gt;
* cheapgrid: Use -cheap style lighting for radiosity&lt;br /&gt;
* cheap: Abort vertex light calculations when white is reached&lt;br /&gt;
* compensate F: Lightmap compensate (darkening factor applied after everything else)&lt;br /&gt;
* cpma: CPMA vertex lighting mode&lt;br /&gt;
* custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* dark: Darken lightmap seams&lt;br /&gt;
* debugaxis: Color the lightmaps according to the lightmap axis&lt;br /&gt;
* debugcluster: Color the lightmaps according to the index of the cluster&lt;br /&gt;
* debugdeluxe: Show deluxemaps on the lightmap&lt;br /&gt;
* debugnormals: Color the lightmaps according to the direction of the surface normal&lt;br /&gt;
* debugorigin: Color the lightmaps according to the origin of the luxels&lt;br /&gt;
* debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface&lt;br /&gt;
* debugunused: This option does nothing&lt;br /&gt;
* debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red&lt;br /&gt;
* deluxemode 0: Use modelspace deluxemaps (DarkPlaces)&lt;br /&gt;
* deluxemode 1: Use tangentspace deluxemaps&lt;br /&gt;
* deluxe, -deluxemap: Enable deluxemapping (light direction maps)&lt;br /&gt;
* dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging&lt;br /&gt;
* dirtdepth: Dirtmapping depth&lt;br /&gt;
* dirtgain: Dirtmapping exponent&lt;br /&gt;
* dirtmode 0: Ordered direction dirtmapping&lt;br /&gt;
* dirtmode 1: Randomized direction dirtmapping&lt;br /&gt;
* dirtscale: Dirtmapping scaling factor&lt;br /&gt;
* dirty: Enable dirtmapping&lt;br /&gt;
* dump: Dump radiosity from -bounce into numbered MAP file prefabs&lt;br /&gt;
* export: Export lightmaps when compile finished (like -export mode)&lt;br /&gt;
* exposure F: Lightmap exposure to better support overbright spots&lt;br /&gt;
* external: Force external lightmaps even if at size of internal lightmaps&lt;br /&gt;
* extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster&lt;br /&gt;
* extrawide: Deprecated alias for -super 2 -filter&lt;br /&gt;
* extra: Deprecated alias for -super 2&lt;br /&gt;
* fastbounce: Use -fast style lighting for radiosity&lt;br /&gt;
* faster: Use a faster falloff curve for lighting; also implies -fast&lt;br /&gt;
* fastgrid: Use -fast style lighting for the light grid&lt;br /&gt;
* fast: Ignore tiny light contributions&lt;br /&gt;
* filter: Lightmap filtering&lt;br /&gt;
* floodlight: Enable floodlight (zero-effort somewhat decent lighting)&lt;br /&gt;
* gamma F: Lightmap gamma&lt;br /&gt;
* gridambientscale F: Scaling factor for the light grid ambient components only&lt;br /&gt;
* gridscale F: Scaling factor for the light grid only&lt;br /&gt;
* keeplights: Keep light entities in the BSP file after compile&lt;br /&gt;
* lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension)&lt;br /&gt;
* lightmapsize N: Size of lightmaps to generate (must be a power of two)&lt;br /&gt;
* lomem: Low memory but slower lighting mode&lt;br /&gt;
* lowquality: Low quality floodlight (appears to currently break floodlight)&lt;br /&gt;
* minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* nocollapse: Do not collapse identical lightmaps&lt;br /&gt;
* nodeluxe, -nodeluxemap: Disable deluxemapping&lt;br /&gt;
* nogrid: Disable grid light calculation (makes all entities fullbright)&lt;br /&gt;
* nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)&lt;br /&gt;
* normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?)&lt;br /&gt;
* nostyle, -nostyles: Disable support for light styles&lt;br /&gt;
* nosurf: Disable tracing against surfaces (only uses BSP nodes then)&lt;br /&gt;
* notrace: Disable shadow occlusion&lt;br /&gt;
* novertex: Disable vertex lighting&lt;br /&gt;
* patchshadows: Cast shadows from patches&lt;br /&gt;
* pointscale F, -point F: Scaling factor for point lights (light entities)&lt;br /&gt;
* q3: Use nonlinear falloff curve by default (like Q3A)&lt;br /&gt;
* samplescale F: Scales all lightmap resolutions&lt;br /&gt;
* samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* samples N: Adaptive supersampling quality&lt;br /&gt;
* scale F: Scaling factor for all light types&lt;br /&gt;
* shadeangle A: Angle for phong shading&lt;br /&gt;
* shade: Enable phong shading at default shade angle&lt;br /&gt;
* skyscale F, -sky F: Scaling factor for sky and sun light&lt;br /&gt;
* smooth: Deprecated alias for -samples 2&lt;br /&gt;
* style, -styles: Enable support for light styles&lt;br /&gt;
* sunonly: Only compute sun light&lt;br /&gt;
* super N, -supersample N: Ordered grid supersampling quality&lt;br /&gt;
* thresh F: Triangle subdivision threshold&lt;br /&gt;
* trianglecheck: Broken check that should ensure luxels apply to the right triangle&lt;br /&gt;
* trisoup: Convert brush faces to triangle soup&lt;br /&gt;
* wolf: Use linear falloff curve by default (like W:ET)&lt;br /&gt;
== Analyzing BSP-like file structure ==&lt;br /&gt;
* analyze ... filename.bsp: Switch that enters this mode&lt;br /&gt;
* lumpswap: Swap byte order in the lumps&lt;br /&gt;
== Converting &amp;amp; Decompiling ==&lt;br /&gt;
* convert ... filename.bsp: Switch that enters this mode&lt;br /&gt;
* de number: Distance epsilon for the conversion&lt;br /&gt;
* format converter: Select the converter (available: map, ase, or game names)&lt;br /&gt;
* ne F: Normal epsilon for the conversion&lt;br /&gt;
* shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs&lt;br /&gt;
== Exporting lightmaps==&lt;br /&gt;
* export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff&lt;br /&gt;
== Fixing AAS checksum ==&lt;br /&gt;
* fixaas filename.bsp: Switch that enters this mode&lt;br /&gt;
== Get info about BSP file ==&lt;br /&gt;
* info filename.bsp: Switch that enters this mode&lt;br /&gt;
== Importing lightmaps ==&lt;br /&gt;
* import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP&lt;br /&gt;
== MiniMap ==&lt;br /&gt;
* minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
* black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
* boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
* border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
* gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
* keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
* minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with * centering, and 1/64 of border appended to all sides)&lt;br /&gt;
* nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
* o filename.tga: Sets the output file name&lt;br /&gt;
* random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
* samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
* sharpen F: Sets the sharpening coefficient&lt;br /&gt;
* size N: Sets the width and height of the output image&lt;br /&gt;
* white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
== Scaling ==&lt;br /&gt;
* scale S filename.bsp: Scale uniformly&lt;br /&gt;
* scale SX SY SZ filename.bsp: Scale non-uniformly&lt;br /&gt;
* scale -tex S filename.bsp: Scale uniformly without texture lock&lt;br /&gt;
* scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=779</id>
		<title>Compiling:Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=779"/>
				<updated>2011-08-21T09:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Complete list of command line parameters =&lt;br /&gt;
== Common options ==&lt;br /&gt;
* connect address: Talk to a NetRadiant instance using a specific XML based protocol&lt;br /&gt;
* force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash&lt;br /&gt;
* fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)&lt;br /&gt;
* fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)&lt;br /&gt;
* fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)&lt;br /&gt;
* game gamename: Load settings for the given game (default: quake3)&lt;br /&gt;
* subdivisions F: multiplier for patch subdivisions quality&lt;br /&gt;
* threads N: number of threads to use&lt;br /&gt;
* v: Verbose mode&lt;br /&gt;
== BSP stage ==&lt;br /&gt;
* bsp ... filename.map: Switch that enters this stage&lt;br /&gt;
* altsplit: Alternate BSP tree splitting weights (should give more fps)&lt;br /&gt;
* celshader shadername: Sets a global cel shader name&lt;br /&gt;
* custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* debuginset: Push all triangle vertexes towards the triangle center&lt;br /&gt;
* debugportals: Make BSP portals visible in the map&lt;br /&gt;
* debugsurfaces: Color the vertexes according to the index of the surface&lt;br /&gt;
* deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)&lt;br /&gt;
* de F: Distance epsilon for plane snapping etc.&lt;br /&gt;
* fakemap: Write fakemap.map containing all world brushes&lt;br /&gt;
* flares: Turn on support for flares (TEST?)&lt;br /&gt;
* flat: Enable flat shading (good for combining with -celshader)&lt;br /&gt;
* fulldetail: Treat detail brushes as structural ones&lt;br /&gt;
* leaktest: Abort if a leak was found&lt;br /&gt;
* meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)&lt;br /&gt;
* minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* mi N: Sets the maximum number of indexes per surface&lt;br /&gt;
* mv N: Sets the maximum number of vertices of a lightmapped surface&lt;br /&gt;
* ne F: Normal epsilon for plane snapping etc.&lt;br /&gt;
* nocurves: Turn off support for patches&lt;br /&gt;
* nodetail: Leave out detail brushes&lt;br /&gt;
* noflares: Turn off support for flares&lt;br /&gt;
* nofog: Turn off support for fog volumes&lt;br /&gt;
* nohint: Turn off support for hint brushes&lt;br /&gt;
* nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)&lt;br /&gt;
* notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)&lt;br /&gt;
* nowater: Turn off support for water, slime or lava (Stef, this is for you)&lt;br /&gt;
* np A: Force all surfaces to be nonplanar with a given shade angle&lt;br /&gt;
* onlyents: Only update entities in the BSP&lt;br /&gt;
* patchmeta: Turn patches into triangle meshes for display&lt;br /&gt;
* rename: Append &amp;quot;\_bsp&amp;quot; suffix to misc\_model shaders (needed for SoF2)&lt;br /&gt;
* samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* skyfix: Turn sky box into six surfaces to work around ATI problems&lt;br /&gt;
* snap N: Snap brush bevel planes to the given number of units&lt;br /&gt;
* tempname filename.map: Read the MAP file from the given file name&lt;br /&gt;
* texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met&lt;br /&gt;
* tmpout: Write the BSP file to /tmp&lt;br /&gt;
* verboseentities: Enable -v only for map entities, not for the world&lt;br /&gt;
== VIS stage ==&lt;br /&gt;
* vis ... filename.map: Switch that enters this stage&lt;br /&gt;
* fast: Very fast and crude vis calculation&lt;br /&gt;
* mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually&lt;br /&gt;
* merge: Faster but still okay vis calculation&lt;br /&gt;
* nopassage: Just use PortalFlow vis (usually less fps)&lt;br /&gt;
* nosort: Do not sort the portals before calculating vis (usually slower)&lt;br /&gt;
* passageOnly: Just use PassageFlow vis (usually less fps)&lt;br /&gt;
* saveprt: Keep the PRT file after running vis (so you can run vis again)&lt;br /&gt;
* tmpin: Use /tmp folder for input&lt;br /&gt;
* tmpout: Use /tmp folder for output&lt;br /&gt;
== LIGHT stage ==&lt;br /&gt;
* light ... filename.map: Switch that enters this stage&lt;br /&gt;
* vlight ... filename.map: Deprecated alias for -light -fast ... filename.map&lt;br /&gt;
* approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)&lt;br /&gt;
* areascale F, -area F: Scaling factor for area lights (surfacelight)&lt;br /&gt;
* border: Add a red border to lightmaps for debugging&lt;br /&gt;
* bouncegrid: Also compute radiosity on the light grid&lt;br /&gt;
* bounceonly: Only compute radiosity&lt;br /&gt;
* bouncescale F: Scaling factor for radiosity&lt;br /&gt;
* bounce N: Number of bounces for radiosity&lt;br /&gt;
* cheapgrid: Use -cheap style lighting for radiosity&lt;br /&gt;
* cheap: Abort vertex light calculations when white is reached&lt;br /&gt;
* compensate F: Lightmap compensate (darkening factor applied after everything else)&lt;br /&gt;
* cpma: CPMA vertex lighting mode&lt;br /&gt;
* custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* dark: Darken lightmap seams&lt;br /&gt;
* debugaxis: Color the lightmaps according to the lightmap axis&lt;br /&gt;
* debugcluster: Color the lightmaps according to the index of the cluster&lt;br /&gt;
* debugdeluxe: Show deluxemaps on the lightmap&lt;br /&gt;
* debugnormals: Color the lightmaps according to the direction of the surface normal&lt;br /&gt;
* debugorigin: Color the lightmaps according to the origin of the luxels&lt;br /&gt;
* debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface&lt;br /&gt;
* debugunused: This option does nothing&lt;br /&gt;
* debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red&lt;br /&gt;
* deluxemode 0: Use modelspace deluxemaps (DarkPlaces)&lt;br /&gt;
* deluxemode 1: Use tangentspace deluxemaps&lt;br /&gt;
* deluxe, -deluxemap: Enable deluxemapping (light direction maps)&lt;br /&gt;
* dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging&lt;br /&gt;
* dirtdepth: Dirtmapping depth&lt;br /&gt;
* dirtgain: Dirtmapping exponent&lt;br /&gt;
* dirtmode 0: Ordered direction dirtmapping&lt;br /&gt;
* dirtmode 1: Randomized direction dirtmapping&lt;br /&gt;
* dirtscale: Dirtmapping scaling factor&lt;br /&gt;
* dirty: Enable dirtmapping&lt;br /&gt;
* dump: Dump radiosity from -bounce into numbered MAP file prefabs&lt;br /&gt;
* export: Export lightmaps when compile finished (like -export mode)&lt;br /&gt;
* exposure F: Lightmap exposure to better support overbright spots&lt;br /&gt;
* external: Force external lightmaps even if at size of internal lightmaps&lt;br /&gt;
* extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster&lt;br /&gt;
* extrawide: Deprecated alias for -super 2 -filter&lt;br /&gt;
* extra: Deprecated alias for -super 2&lt;br /&gt;
* fastbounce: Use -fast style lighting for radiosity&lt;br /&gt;
* faster: Use a faster falloff curve for lighting; also implies -fast&lt;br /&gt;
* fastgrid: Use -fast style lighting for the light grid&lt;br /&gt;
* fast: Ignore tiny light contributions&lt;br /&gt;
* filter: Lightmap filtering&lt;br /&gt;
* floodlight: Enable floodlight (zero-effort somewhat decent lighting)&lt;br /&gt;
* gamma F: Lightmap gamma&lt;br /&gt;
* gridambientscale F: Scaling factor for the light grid ambient components only&lt;br /&gt;
* gridscale F: Scaling factor for the light grid only&lt;br /&gt;
* keeplights: Keep light entities in the BSP file after compile&lt;br /&gt;
* lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension)&lt;br /&gt;
* lightmapsize N: Size of lightmaps to generate (must be a power of two)&lt;br /&gt;
* lomem: Low memory but slower lighting mode&lt;br /&gt;
* lowquality: Low quality floodlight (appears to currently break floodlight)&lt;br /&gt;
* minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* nocollapse: Do not collapse identical lightmaps&lt;br /&gt;
* nodeluxe, -nodeluxemap: Disable deluxemapping&lt;br /&gt;
* nogrid: Disable grid light calculation (makes all entities fullbright)&lt;br /&gt;
* nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)&lt;br /&gt;
* normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?)&lt;br /&gt;
* nostyle, -nostyles: Disable support for light styles&lt;br /&gt;
* nosurf: Disable tracing against surfaces (only uses BSP nodes then)&lt;br /&gt;
* notrace: Disable shadow occlusion&lt;br /&gt;
* novertex: Disable vertex lighting&lt;br /&gt;
* patchshadows: Cast shadows from patches&lt;br /&gt;
* pointscale F, -point F: Scaling factor for point lights (light entities)&lt;br /&gt;
* q3: Use nonlinear falloff curve by default (like Q3A)&lt;br /&gt;
* samplescale F: Scales all lightmap resolutions&lt;br /&gt;
* samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* samples N: Adaptive supersampling quality&lt;br /&gt;
* scale F: Scaling factor for all light types&lt;br /&gt;
* shadeangle A: Angle for phong shading&lt;br /&gt;
* shade: Enable phong shading at default shade angle&lt;br /&gt;
* skyscale F, -sky F: Scaling factor for sky and sun light&lt;br /&gt;
* smooth: Deprecated alias for -samples 2&lt;br /&gt;
* style, -styles: Enable support for light styles&lt;br /&gt;
* sunonly: Only compute sun light&lt;br /&gt;
* super N, -supersample N: Ordered grid supersampling quality&lt;br /&gt;
* thresh F: Triangle subdivision threshold&lt;br /&gt;
* trianglecheck: Broken check that should ensure luxels apply to the right triangle&lt;br /&gt;
* trisoup: Convert brush faces to triangle soup&lt;br /&gt;
* wolf: Use linear falloff curve by default (like W:ET)&lt;br /&gt;
== Analyzing BSP-like file structure ==&lt;br /&gt;
-analyze ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-lumpswap: Swap byte order in the lumps&lt;br /&gt;
Converting &amp;amp; Decompiling&lt;br /&gt;
-convert ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-de number: Distance epsilon for the conversion&lt;br /&gt;
-format converter: Select the converter (available: map, ase, or game names)&lt;br /&gt;
-ne F: Normal epsilon for the conversion&lt;br /&gt;
-shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs&lt;br /&gt;
Exporting lightmaps&lt;br /&gt;
-export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff&lt;br /&gt;
Fixing AAS checksum&lt;br /&gt;
-fixaas filename.bsp: Switch that enters this mode&lt;br /&gt;
Get info about BSP file&lt;br /&gt;
-info filename.bsp: Switch that enters this mode&lt;br /&gt;
Importing lightmaps&lt;br /&gt;
-import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP&lt;br /&gt;
== MiniMap ==&lt;br /&gt;
-minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
-black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
-boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
-border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
-gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
-keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
-minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)&lt;br /&gt;
-nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
-o filename.tga: Sets the output file name&lt;br /&gt;
-random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
-samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
-sharpen F: Sets the sharpening coefficient&lt;br /&gt;
-size N: Sets the width and height of the output image&lt;br /&gt;
-white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
== Scaling ==&lt;br /&gt;
-scale S filename.bsp: Scale uniformly&lt;br /&gt;
-scale SX SY SZ filename.bsp: Scale non-uniformly&lt;br /&gt;
-scale -tex S filename.bsp: Scale uniformly without texture lock&lt;br /&gt;
-scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=770</id>
		<title>Compiling:Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=770"/>
				<updated>2011-08-21T09:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Complete list of command line parameters =&lt;br /&gt;
== Common options ==&lt;br /&gt;
* connect address: Talk to a NetRadiant instance using a specific XML based protocol&lt;br /&gt;
* force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash&lt;br /&gt;
* fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)&lt;br /&gt;
* fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)&lt;br /&gt;
* fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)&lt;br /&gt;
* game gamename: Load settings for the given game (default: quake3)&lt;br /&gt;
* subdivisions F: multiplier for patch subdivisions quality&lt;br /&gt;
* threads N: number of threads to use&lt;br /&gt;
* v: Verbose mode&lt;br /&gt;
== BSP stage ==&lt;br /&gt;
* bsp ... filename.map: Switch that enters this stage&lt;br /&gt;
* altsplit: Alternate BSP tree splitting weights (should give more fps)&lt;br /&gt;
* celshader shadername: Sets a global cel shader name&lt;br /&gt;
* custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
* debuginset: Push all triangle vertexes towards the triangle center&lt;br /&gt;
* debugportals: Make BSP portals visible in the map&lt;br /&gt;
* debugsurfaces: Color the vertexes according to the index of the surface&lt;br /&gt;
* deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)&lt;br /&gt;
* de F: Distance epsilon for plane snapping etc.&lt;br /&gt;
* fakemap: Write fakemap.map containing all world brushes&lt;br /&gt;
* flares: Turn on support for flares (TEST?)&lt;br /&gt;
* flat: Enable flat shading (good for combining with -celshader)&lt;br /&gt;
* fulldetail: Treat detail brushes as structural ones&lt;br /&gt;
* leaktest: Abort if a leak was found&lt;br /&gt;
* meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)&lt;br /&gt;
* minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
* mi N: Sets the maximum number of indexes per surface&lt;br /&gt;
* mv N: Sets the maximum number of vertices of a lightmapped surface&lt;br /&gt;
* ne F: Normal epsilon for plane snapping etc.&lt;br /&gt;
* nocurves: Turn off support for patches&lt;br /&gt;
* nodetail: Leave out detail brushes&lt;br /&gt;
* noflares: Turn off support for flares&lt;br /&gt;
* nofog: Turn off support for fog volumes&lt;br /&gt;
* nohint: Turn off support for hint brushes&lt;br /&gt;
* nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)&lt;br /&gt;
* notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)&lt;br /&gt;
* nowater: Turn off support for water, slime or lava (Stef, this is for you)&lt;br /&gt;
* np A: Force all surfaces to be nonplanar with a given shade angle&lt;br /&gt;
* onlyents: Only update entities in the BSP&lt;br /&gt;
* patchmeta: Turn patches into triangle meshes for display&lt;br /&gt;
* rename: Append &amp;quot;\_bsp&amp;quot; suffix to misc\_model shaders (needed for SoF2)&lt;br /&gt;
* samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
* skyfix: Turn sky box into six surfaces to work around ATI problems&lt;br /&gt;
* snap N: Snap brush bevel planes to the given number of units&lt;br /&gt;
* tempname filename.map: Read the MAP file from the given file name&lt;br /&gt;
* texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met&lt;br /&gt;
* tmpout: Write the BSP file to /tmp&lt;br /&gt;
* verboseentities: Enable -v only for map entities, not for the world&lt;br /&gt;
== VIS stage ==&lt;br /&gt;
-vis ... filename.map: Switch that enters this stage&lt;br /&gt;
-fast: Very fast and crude vis calculation&lt;br /&gt;
-mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually&lt;br /&gt;
-merge: Faster but still okay vis calculation&lt;br /&gt;
-nopassage: Just use PortalFlow vis (usually less fps)&lt;br /&gt;
-nosort: Do not sort the portals before calculating vis (usually slower)&lt;br /&gt;
-passageOnly: Just use PassageFlow vis (usually less fps)&lt;br /&gt;
-saveprt: Keep the PRT file after running vis (so you can run vis again)&lt;br /&gt;
-tmpin: Use /tmp folder for input&lt;br /&gt;
-tmpout: Use /tmp folder for output&lt;br /&gt;
== LIGHT stage ==&lt;br /&gt;
-light ... filename.map: Switch that enters this stage&lt;br /&gt;
-vlight ... filename.map: Deprecated alias for -light -fast ... filename.map&lt;br /&gt;
-approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)&lt;br /&gt;
-areascale F, -area F: Scaling factor for area lights (surfacelight)&lt;br /&gt;
-border: Add a red border to lightmaps for debugging&lt;br /&gt;
-bouncegrid: Also compute radiosity on the light grid&lt;br /&gt;
-bounceonly: Only compute radiosity&lt;br /&gt;
-bouncescale F: Scaling factor for radiosity&lt;br /&gt;
-bounce N: Number of bounces for radiosity&lt;br /&gt;
-cheapgrid: Use -cheap style lighting for radiosity&lt;br /&gt;
-cheap: Abort vertex light calculations when white is reached&lt;br /&gt;
-compensate F: Lightmap compensate (darkening factor applied after everything else)&lt;br /&gt;
-cpma: CPMA vertex lighting mode&lt;br /&gt;
-custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
-dark: Darken lightmap seams&lt;br /&gt;
-debugaxis: Color the lightmaps according to the lightmap axis&lt;br /&gt;
-debugcluster: Color the lightmaps according to the index of the cluster&lt;br /&gt;
-debugdeluxe: Show deluxemaps on the lightmap&lt;br /&gt;
-debugnormals: Color the lightmaps according to the direction of the surface normal&lt;br /&gt;
-debugorigin: Color the lightmaps according to the origin of the luxels&lt;br /&gt;
-debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface&lt;br /&gt;
-debugunused: This option does nothing&lt;br /&gt;
-debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red&lt;br /&gt;
-deluxemode 0: Use modelspace deluxemaps (DarkPlaces)&lt;br /&gt;
-deluxemode 1: Use tangentspace deluxemaps&lt;br /&gt;
-deluxe, -deluxemap: Enable deluxemapping (light direction maps)&lt;br /&gt;
-dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging&lt;br /&gt;
-dirtdepth: Dirtmapping depth&lt;br /&gt;
-dirtgain: Dirtmapping exponent&lt;br /&gt;
-dirtmode 0: Ordered direction dirtmapping&lt;br /&gt;
-dirtmode 1: Randomized direction dirtmapping&lt;br /&gt;
-dirtscale: Dirtmapping scaling factor&lt;br /&gt;
-dirty: Enable dirtmapping&lt;br /&gt;
-dump: Dump radiosity from -bounce into numbered MAP file prefabs&lt;br /&gt;
-export: Export lightmaps when compile finished (like -export mode)&lt;br /&gt;
-exposure F: Lightmap exposure to better support overbright spots&lt;br /&gt;
-external: Force external lightmaps even if at size of internal lightmaps&lt;br /&gt;
-extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster&lt;br /&gt;
-extrawide: Deprecated alias for -super 2 -filter&lt;br /&gt;
-extra: Deprecated alias for -super 2&lt;br /&gt;
-fastbounce: Use -fast style lighting for radiosity&lt;br /&gt;
-faster: Use a faster falloff curve for lighting; also implies -fast&lt;br /&gt;
-fastgrid: Use -fast style lighting for the light grid&lt;br /&gt;
-fast: Ignore tiny light contributions&lt;br /&gt;
-filter: Lightmap filtering&lt;br /&gt;
-floodlight: Enable floodlight (zero-effort somewhat decent lighting)&lt;br /&gt;
-gamma F: Lightmap gamma&lt;br /&gt;
-gridambientscale F: Scaling factor for the light grid ambient components only&lt;br /&gt;
-gridscale F: Scaling factor for the light grid only&lt;br /&gt;
-keeplights: Keep light entities in the BSP file after compile&lt;br /&gt;
-lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension)&lt;br /&gt;
-lightmapsize N: Size of lightmaps to generate (must be a power of two)&lt;br /&gt;
-lomem: Low memory but slower lighting mode&lt;br /&gt;
-lowquality: Low quality floodlight (appears to currently break floodlight)&lt;br /&gt;
-minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
-nocollapse: Do not collapse identical lightmaps&lt;br /&gt;
-nodeluxe, -nodeluxemap: Disable deluxemapping&lt;br /&gt;
-nogrid: Disable grid light calculation (makes all entities fullbright)&lt;br /&gt;
-nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)&lt;br /&gt;
-normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?)&lt;br /&gt;
-nostyle, -nostyles: Disable support for light styles&lt;br /&gt;
-nosurf: Disable tracing against surfaces (only uses BSP nodes then)&lt;br /&gt;
-notrace: Disable shadow occlusion&lt;br /&gt;
-novertex: Disable vertex lighting&lt;br /&gt;
-patchshadows: Cast shadows from patches&lt;br /&gt;
-pointscale F, -point F: Scaling factor for point lights (light entities)&lt;br /&gt;
-q3: Use nonlinear falloff curve by default (like Q3A)&lt;br /&gt;
-samplescale F: Scales all lightmap resolutions&lt;br /&gt;
-samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
-samples N: Adaptive supersampling quality&lt;br /&gt;
-scale F: Scaling factor for all light types&lt;br /&gt;
-shadeangle A: Angle for phong shading&lt;br /&gt;
-shade: Enable phong shading at default shade angle&lt;br /&gt;
-skyscale F, -sky F: Scaling factor for sky and sun light&lt;br /&gt;
-smooth: Deprecated alias for -samples 2&lt;br /&gt;
-style, -styles: Enable support for light styles&lt;br /&gt;
-sunonly: Only compute sun light&lt;br /&gt;
-super N, -supersample N: Ordered grid supersampling quality&lt;br /&gt;
-thresh F: Triangle subdivision threshold&lt;br /&gt;
-trianglecheck: Broken check that should ensure luxels apply to the right triangle&lt;br /&gt;
-trisoup: Convert brush faces to triangle soup&lt;br /&gt;
-wolf: Use linear falloff curve by default (like W:ET)&lt;br /&gt;
Analyzing BSP-like file structure&lt;br /&gt;
-analyze ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-lumpswap: Swap byte order in the lumps&lt;br /&gt;
Converting &amp;amp; Decompiling&lt;br /&gt;
-convert ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-de number: Distance epsilon for the conversion&lt;br /&gt;
-format converter: Select the converter (available: map, ase, or game names)&lt;br /&gt;
-ne F: Normal epsilon for the conversion&lt;br /&gt;
-shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs&lt;br /&gt;
Exporting lightmaps&lt;br /&gt;
-export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff&lt;br /&gt;
Fixing AAS checksum&lt;br /&gt;
-fixaas filename.bsp: Switch that enters this mode&lt;br /&gt;
Get info about BSP file&lt;br /&gt;
-info filename.bsp: Switch that enters this mode&lt;br /&gt;
Importing lightmaps&lt;br /&gt;
-import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP&lt;br /&gt;
== MiniMap ==&lt;br /&gt;
-minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
-black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
-boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
-border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
-gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
-keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
-minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)&lt;br /&gt;
-nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
-o filename.tga: Sets the output file name&lt;br /&gt;
-random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
-samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
-sharpen F: Sets the sharpening coefficient&lt;br /&gt;
-size N: Sets the width and height of the output image&lt;br /&gt;
-white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
== Scaling ==&lt;br /&gt;
-scale S filename.bsp: Scale uniformly&lt;br /&gt;
-scale SX SY SZ filename.bsp: Scale non-uniformly&lt;br /&gt;
-scale -tex S filename.bsp: Scale uniformly without texture lock&lt;br /&gt;
-scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=769</id>
		<title>Compiling:Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Commands&amp;diff=769"/>
				<updated>2011-08-21T09:43:35Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Created page with &amp;quot;= Complete list of command line parameters = == Common options == -connect address: Talk to a NetRadiant instance using a specific XML based protocol -force: Allow reading some b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Complete list of command line parameters =&lt;br /&gt;
== Common options ==&lt;br /&gt;
-connect address: Talk to a NetRadiant instance using a specific XML based protocol&lt;br /&gt;
-force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash&lt;br /&gt;
-fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)&lt;br /&gt;
-fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)&lt;br /&gt;
-fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)&lt;br /&gt;
-game gamename: Load settings for the given game (default: quake3)&lt;br /&gt;
-subdivisions F: multiplier for patch subdivisions quality&lt;br /&gt;
-threads N: number of threads to use&lt;br /&gt;
-v: Verbose mode&lt;br /&gt;
== BSP stage ==&lt;br /&gt;
-bsp ... filename.map: Switch that enters this stage&lt;br /&gt;
-altsplit: Alternate BSP tree splitting weights (should give more fps)&lt;br /&gt;
-celshader shadername: Sets a global cel shader name&lt;br /&gt;
-custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
-debuginset: Push all triangle vertexes towards the triangle center&lt;br /&gt;
-debugportals: Make BSP portals visible in the map&lt;br /&gt;
-debugsurfaces: Color the vertexes according to the index of the surface&lt;br /&gt;
-deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)&lt;br /&gt;
-de F: Distance epsilon for plane snapping etc.&lt;br /&gt;
-fakemap: Write fakemap.map containing all world brushes&lt;br /&gt;
-flares: Turn on support for flares (TEST?)&lt;br /&gt;
-flat: Enable flat shading (good for combining with -celshader)&lt;br /&gt;
-fulldetail: Treat detail brushes as structural ones&lt;br /&gt;
-leaktest: Abort if a leak was found&lt;br /&gt;
-meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)&lt;br /&gt;
-minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
-mi N: Sets the maximum number of indexes per surface&lt;br /&gt;
-mv N: Sets the maximum number of vertices of a lightmapped surface&lt;br /&gt;
-ne F: Normal epsilon for plane snapping etc.&lt;br /&gt;
-nocurves: Turn off support for patches&lt;br /&gt;
-nodetail: Leave out detail brushes&lt;br /&gt;
-noflares: Turn off support for flares&lt;br /&gt;
-nofog: Turn off support for fog volumes&lt;br /&gt;
-nohint: Turn off support for hint brushes&lt;br /&gt;
-nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)&lt;br /&gt;
-notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)&lt;br /&gt;
-nowater: Turn off support for water, slime or lava (Stef, this is for you)&lt;br /&gt;
-np A: Force all surfaces to be nonplanar with a given shade angle&lt;br /&gt;
-onlyents: Only update entities in the BSP&lt;br /&gt;
-patchmeta: Turn patches into triangle meshes for display&lt;br /&gt;
-rename: Append &amp;quot;\_bsp&amp;quot; suffix to misc\_model shaders (needed for SoF2)&lt;br /&gt;
-samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
-skyfix: Turn sky box into six surfaces to work around ATI problems&lt;br /&gt;
-snap N: Snap brush bevel planes to the given number of units&lt;br /&gt;
-tempname filename.map: Read the MAP file from the given file name&lt;br /&gt;
-texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met&lt;br /&gt;
-tmpout: Write the BSP file to /tmp&lt;br /&gt;
-verboseentities: Enable -v only for map entities, not for the world&lt;br /&gt;
== VIS stage ==&lt;br /&gt;
-vis ... filename.map: Switch that enters this stage&lt;br /&gt;
-fast: Very fast and crude vis calculation&lt;br /&gt;
-mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually&lt;br /&gt;
-merge: Faster but still okay vis calculation&lt;br /&gt;
-nopassage: Just use PortalFlow vis (usually less fps)&lt;br /&gt;
-nosort: Do not sort the portals before calculating vis (usually slower)&lt;br /&gt;
-passageOnly: Just use PassageFlow vis (usually less fps)&lt;br /&gt;
-saveprt: Keep the PRT file after running vis (so you can run vis again)&lt;br /&gt;
-tmpin: Use /tmp folder for input&lt;br /&gt;
-tmpout: Use /tmp folder for output&lt;br /&gt;
== LIGHT stage ==&lt;br /&gt;
-light ... filename.map: Switch that enters this stage&lt;br /&gt;
-vlight ... filename.map: Deprecated alias for -light -fast ... filename.map&lt;br /&gt;
-approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)&lt;br /&gt;
-areascale F, -area F: Scaling factor for area lights (surfacelight)&lt;br /&gt;
-border: Add a red border to lightmaps for debugging&lt;br /&gt;
-bouncegrid: Also compute radiosity on the light grid&lt;br /&gt;
-bounceonly: Only compute radiosity&lt;br /&gt;
-bouncescale F: Scaling factor for radiosity&lt;br /&gt;
-bounce N: Number of bounces for radiosity&lt;br /&gt;
-cheapgrid: Use -cheap style lighting for radiosity&lt;br /&gt;
-cheap: Abort vertex light calculations when white is reached&lt;br /&gt;
-compensate F: Lightmap compensate (darkening factor applied after everything else)&lt;br /&gt;
-cpma: CPMA vertex lighting mode&lt;br /&gt;
-custinfoparms: Read scripts/custinfoparms.txt&lt;br /&gt;
-dark: Darken lightmap seams&lt;br /&gt;
-debugaxis: Color the lightmaps according to the lightmap axis&lt;br /&gt;
-debugcluster: Color the lightmaps according to the index of the cluster&lt;br /&gt;
-debugdeluxe: Show deluxemaps on the lightmap&lt;br /&gt;
-debugnormals: Color the lightmaps according to the direction of the surface normal&lt;br /&gt;
-debugorigin: Color the lightmaps according to the origin of the luxels&lt;br /&gt;
-debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface&lt;br /&gt;
-debugunused: This option does nothing&lt;br /&gt;
-debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red&lt;br /&gt;
-deluxemode 0: Use modelspace deluxemaps (DarkPlaces)&lt;br /&gt;
-deluxemode 1: Use tangentspace deluxemaps&lt;br /&gt;
-deluxe, -deluxemap: Enable deluxemapping (light direction maps)&lt;br /&gt;
-dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging&lt;br /&gt;
-dirtdepth: Dirtmapping depth&lt;br /&gt;
-dirtgain: Dirtmapping exponent&lt;br /&gt;
-dirtmode 0: Ordered direction dirtmapping&lt;br /&gt;
-dirtmode 1: Randomized direction dirtmapping&lt;br /&gt;
-dirtscale: Dirtmapping scaling factor&lt;br /&gt;
-dirty: Enable dirtmapping&lt;br /&gt;
-dump: Dump radiosity from -bounce into numbered MAP file prefabs&lt;br /&gt;
-export: Export lightmaps when compile finished (like -export mode)&lt;br /&gt;
-exposure F: Lightmap exposure to better support overbright spots&lt;br /&gt;
-external: Force external lightmaps even if at size of internal lightmaps&lt;br /&gt;
-extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster&lt;br /&gt;
-extrawide: Deprecated alias for -super 2 -filter&lt;br /&gt;
-extra: Deprecated alias for -super 2&lt;br /&gt;
-fastbounce: Use -fast style lighting for radiosity&lt;br /&gt;
-faster: Use a faster falloff curve for lighting; also implies -fast&lt;br /&gt;
-fastgrid: Use -fast style lighting for the light grid&lt;br /&gt;
-fast: Ignore tiny light contributions&lt;br /&gt;
-filter: Lightmap filtering&lt;br /&gt;
-floodlight: Enable floodlight (zero-effort somewhat decent lighting)&lt;br /&gt;
-gamma F: Lightmap gamma&lt;br /&gt;
-gridambientscale F: Scaling factor for the light grid ambient components only&lt;br /&gt;
-gridscale F: Scaling factor for the light grid only&lt;br /&gt;
-keeplights: Keep light entities in the BSP file after compile&lt;br /&gt;
-lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension)&lt;br /&gt;
-lightmapsize N: Size of lightmaps to generate (must be a power of two)&lt;br /&gt;
-lomem: Low memory but slower lighting mode&lt;br /&gt;
-lowquality: Low quality floodlight (appears to currently break floodlight)&lt;br /&gt;
-minsamplesize N: Sets minimum lightmap resolution in luxels/qu&lt;br /&gt;
-nocollapse: Do not collapse identical lightmaps&lt;br /&gt;
-nodeluxe, -nodeluxemap: Disable deluxemapping&lt;br /&gt;
-nogrid: Disable grid light calculation (makes all entities fullbright)&lt;br /&gt;
-nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)&lt;br /&gt;
-normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?)&lt;br /&gt;
-nostyle, -nostyles: Disable support for light styles&lt;br /&gt;
-nosurf: Disable tracing against surfaces (only uses BSP nodes then)&lt;br /&gt;
-notrace: Disable shadow occlusion&lt;br /&gt;
-novertex: Disable vertex lighting&lt;br /&gt;
-patchshadows: Cast shadows from patches&lt;br /&gt;
-pointscale F, -point F: Scaling factor for point lights (light entities)&lt;br /&gt;
-q3: Use nonlinear falloff curve by default (like Q3A)&lt;br /&gt;
-samplescale F: Scales all lightmap resolutions&lt;br /&gt;
-samplesize N: Sets default lightmap resolution in luxels/qu&lt;br /&gt;
-samples N: Adaptive supersampling quality&lt;br /&gt;
-scale F: Scaling factor for all light types&lt;br /&gt;
-shadeangle A: Angle for phong shading&lt;br /&gt;
-shade: Enable phong shading at default shade angle&lt;br /&gt;
-skyscale F, -sky F: Scaling factor for sky and sun light&lt;br /&gt;
-smooth: Deprecated alias for -samples 2&lt;br /&gt;
-style, -styles: Enable support for light styles&lt;br /&gt;
-sunonly: Only compute sun light&lt;br /&gt;
-super N, -supersample N: Ordered grid supersampling quality&lt;br /&gt;
-thresh F: Triangle subdivision threshold&lt;br /&gt;
-trianglecheck: Broken check that should ensure luxels apply to the right triangle&lt;br /&gt;
-trisoup: Convert brush faces to triangle soup&lt;br /&gt;
-wolf: Use linear falloff curve by default (like W:ET)&lt;br /&gt;
Analyzing BSP-like file structure&lt;br /&gt;
-analyze ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-lumpswap: Swap byte order in the lumps&lt;br /&gt;
Converting &amp;amp; Decompiling&lt;br /&gt;
-convert ... filename.bsp: Switch that enters this mode&lt;br /&gt;
-de number: Distance epsilon for the conversion&lt;br /&gt;
-format converter: Select the converter (available: map, ase, or game names)&lt;br /&gt;
-ne F: Normal epsilon for the conversion&lt;br /&gt;
-shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs&lt;br /&gt;
Exporting lightmaps&lt;br /&gt;
-export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff&lt;br /&gt;
Fixing AAS checksum&lt;br /&gt;
-fixaas filename.bsp: Switch that enters this mode&lt;br /&gt;
Get info about BSP file&lt;br /&gt;
-info filename.bsp: Switch that enters this mode&lt;br /&gt;
Importing lightmaps&lt;br /&gt;
-import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP&lt;br /&gt;
== MiniMap ==&lt;br /&gt;
-minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
-black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
-boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
-border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
-gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
-keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
-minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)&lt;br /&gt;
-nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
-o filename.tga: Sets the output file name&lt;br /&gt;
-random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
-samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
-sharpen F: Sets the sharpening coefficient&lt;br /&gt;
-size N: Sets the width and height of the output image&lt;br /&gt;
-white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
== Scaling ==&lt;br /&gt;
-scale S filename.bsp: Scale uniformly&lt;br /&gt;
-scale SX SY SZ filename.bsp: Scale non-uniformly&lt;br /&gt;
-scale -tex S filename.bsp: Scale uniformly without texture lock&lt;br /&gt;
-scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=768</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Main_Page&amp;diff=768"/>
				<updated>2011-08-21T09:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* Beginning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Welcome to the '''Custom Map Makers wiki''' - a repository for all information relating to mapping for the popular first person shooter [http://www.urbanterror.info/ Urban Terror].&lt;br /&gt;
&lt;br /&gt;
If you feel you'd like to contribute to this wiki, please email '''john@custommapmakers.org''' for more information.&lt;br /&gt;
&lt;br /&gt;
The wiki is divided into the following sections, each of these contains further sub-topics. You can also search the wiki using the search box on the top.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|radiant.png|[[:Category:Radiant|Radiant]]|&lt;br /&gt;
* [[Radiant:MacRadiant|MacRadiant]]&lt;br /&gt;
* [[Radiant:ZeroRadiant|ZeroRadiant]]&lt;br /&gt;
* [[Radiant:NetRadiant|NetRadiant]]&lt;br /&gt;
* [[Radiant:Shortcuts|Keyboard shortcuts]]&lt;br /&gt;
* [[Radiant:Using|Using Radiant]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|mapping.png|[[:Category:Mapping|Mapping]]|&lt;br /&gt;
* [[Mapping:Brushwork|Brushes]]&lt;br /&gt;
* [[Mapping:VIS|VIS]]&lt;br /&gt;
* [[Mapping:Patch meshes|Patch Meshes]]&lt;br /&gt;
* [[Mapping:Models|Models]]&lt;br /&gt;
* [[Mapping:Sky|Sky]]&lt;br /&gt;
* [[Mapping:Terrain|Terrain]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|textures.png|[[:Category:Textures|Textures]]|&lt;br /&gt;
* [[Textures:Texturing|Texturing]]&lt;br /&gt;
* [[Textures:Shaders|Shaders]]&lt;br /&gt;
* [[Textures:Sites|Websites]]&lt;br /&gt;
* [[Textures:Formats|Formats]]&lt;br /&gt;
* [[Textures:Advanced Normal Maps Creation|Normal Maps]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|lighting.png|[[:Category:Lighting|Lighting]]|&lt;br /&gt;
* [[Lighting:General|General]]&lt;br /&gt;
* [[Lighting:Leaks|Light leaks]]&lt;br /&gt;
* [[Lighting:Painting|Annoying FrankieV]]&lt;br /&gt;
* [[Lighting:Light Style|Light Style]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|entities.png|[[:Category:Entities|Entities]]|&lt;br /&gt;
* [[Entities:Func|func_*]]&lt;br /&gt;
* [[Entities:Info|info_*]]&lt;br /&gt;
* [[Entities:Target|target_*]]&lt;br /&gt;
* [[Entities:Trigger|trigger_*]]&lt;br /&gt;
* [[Entities:Misc|misc_*]]&lt;br /&gt;
* [[Entities:UT|ut_*]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|compiling.png|[[:Category:Compiling|Compiling]]|&lt;br /&gt;
* [[Compiling:q3map2|q3map2]]&lt;br /&gt;
* [[Compiling:Commands|Commands]]&lt;br /&gt;
* [[Compiling:Surface sounds|Surface sounds]]&lt;br /&gt;
* [[Compiling:Setup|Setup]]&lt;br /&gt;
* [[Compiling:Batch Files|Batch Files]]&lt;br /&gt;
* [[Compiling:Scripts|Scripts]]&lt;br /&gt;
|HEIGHT=176px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|packaging.png|[[:Category:Packaging|Packaging]]|&lt;br /&gt;
* [[Packaging:Levelshot|Making a levelshot]]&lt;br /&gt;
* [[Packaging:Minimap|Making a minimap]]&lt;br /&gt;
* [[:Category:Packaging|Packaging]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|bots.png|[[:Category:Bots|Bots]]|&lt;br /&gt;
* [[Bots:Adding bots to your map|Adding bots]]&lt;br /&gt;
* [[Bots:Issues|Issues]]&lt;br /&gt;
* [[Bots:Advanced|Advanced topics]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|urt_hd.png|[[:Category:UrTHD|Urban Terror HD]]|&lt;br /&gt;
* [[UrTHD:Setup|Setup]]&lt;br /&gt;
* [[UrTHD:Mapping|Mapping]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|layout.png|[[:Category:Layout|Layout]]|&lt;br /&gt;
* [[Layout:Bens Bible|Ben's small bible]]&lt;br /&gt;
|HEIGHT=128px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
== Further reading ==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|modelling.png|[[:Category:Models|Modelling]]|&lt;br /&gt;
* [[Models:Programs|Programs]]&lt;br /&gt;
* [[Models:Exporting|Exporting]]&lt;br /&gt;
* [[Models:Texturing|Texturing]]&lt;br /&gt;
* [[Models:Resources|Resouces]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|resources.png|[[:Category:Resources|Resources]]|&lt;br /&gt;
* [[Resources:Tips|Tips and tricks]]&lt;br /&gt;
* [[:Category:Inspiration|Inspiration]]&lt;br /&gt;
* [[Resources:Tools|Tools]]&lt;br /&gt;
* [[Resources:Links|Links]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|funstuff.png|[[:Category:Funstuff|Funstuff]]|&lt;br /&gt;
* [[Funstuff:Creating|Creating]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{RyMainPageBox|xreal.png|[[:Category:XreaL|XreaL]]|&lt;br /&gt;
* [[XreaL:About|About]]&lt;br /&gt;
* [[XreaL:Setup|Setup]]&lt;br /&gt;
* [[XreaL:Games|Games]]&lt;br /&gt;
|HEIGHT=144px}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=767</id>
		<title>Radiant:Using</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=767"/>
				<updated>2011-08-21T09:31:35Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* How to add Weapons directly into the map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is radiant?==&lt;br /&gt;
Radiant is a mapping tool to create .map files, which can be 'converted' into .bsp files readable by Quake 3 based games using the q3map2 compiler.&lt;br /&gt;
&lt;br /&gt;
==Using radiant==&lt;br /&gt;
&lt;br /&gt;
A short tutorial showing the basics of using Radiant to make maps. Tutorial - [[Radiant_Basics|Basic tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
&lt;br /&gt;
==How not to create your first room==&lt;br /&gt;
&lt;br /&gt;
==How to create your first room==&lt;br /&gt;
A small tutorial giving a detailed tutorial on how to construct your very first room and perhaps your first map.&lt;br /&gt;
&lt;br /&gt;
[[Create your first room]]&lt;br /&gt;
&lt;br /&gt;
==How to create another room==&lt;br /&gt;
&lt;br /&gt;
==How to create a door between 2 rooms==&lt;br /&gt;
&lt;br /&gt;
==How to make a ladder==&lt;br /&gt;
&lt;br /&gt;
==How to add water==&lt;br /&gt;
&lt;br /&gt;
== How to make things breakable ==&lt;br /&gt;
Select the brushes you want to break (note that all selected brushes will break at the same time - if you want breakable windows, you will need to redo this step for every single window), open the entity menu by right clicking and then turn the selected brushes into a [[Entities:Func#func_breakable|func_breakable]].&lt;br /&gt;
You can edit the properties of the brush by pressing N. See [[Entities:Func#func_breakable|func_breakable reference]] for details on how to use it.&lt;br /&gt;
&lt;br /&gt;
==How to make an elevator==&lt;br /&gt;
&lt;br /&gt;
== How to add a model ==&lt;br /&gt;
Right click to open the entity menu and select [[Entities:Misc#misc_model|misc_model]]. This will open a file dialogue which allows you to choose a model.&lt;br /&gt;
Please note that the default filter is set to [[Models:Formats#MD3|MD3]] and you may need to change that depending on your model.&lt;br /&gt;
After selecting the model, you should see it in Radiant.&lt;br /&gt;
You can drag it around and rotate it as you like.&lt;br /&gt;
&lt;br /&gt;
See the [[Entities:Misc#misc_model|misc_model reference]] for exact information.&lt;br /&gt;
&lt;br /&gt;
==How to make models and prefabs using radiant==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to build an entire universe in a single box==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to add Weapons directly into the map==&lt;br /&gt;
There are 2 ways, one (the complicated) is this:&lt;br /&gt;
You create a info_spawn, press &amp;quot;n&amp;quot; and write this (for a negev) in:&lt;br /&gt;
 classname=ut_weapon_negev  -says which weapon&lt;br /&gt;
 count=1000                 -how often you can pick up the weapon and how much ammunition is in it&lt;br /&gt;
 wait=1                     -time the weapon needs for respawn&lt;br /&gt;
Or you download the Urban Terror Mapping Package [http://nem.cwsurf.de/?page_id=40 here] and put it into your Radiant folder.&lt;br /&gt;
You can select the weapons from the entity menu after restarting Radiant.&lt;br /&gt;
&lt;br /&gt;
The full-list of all weapons and items which can be placed in the map you find right [http://www.custommapmakers.org/wiki/index.php/Entities:UT#ut_weapon_negev here]&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=765</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=765"/>
				<updated>2011-08-21T09:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= ut_item =&lt;br /&gt;
&lt;br /&gt;
== ut_item_extraammo ==&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;br /&gt;
&lt;br /&gt;
== ut_item_helmet ==&lt;br /&gt;
The normal helmet.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_laser ==&lt;br /&gt;
The laser for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_medkit ==&lt;br /&gt;
The medkit to heal other players.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_nvg ==&lt;br /&gt;
The Tacitcal Goggles.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_silencer ==&lt;br /&gt;
The silencer for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_vest ==&lt;br /&gt;
The kevlarvest&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
= ut_mrentry =&lt;br /&gt;
Spawn location for the CTF Spawn Room Sentry Cannon.&lt;br /&gt;
A very effective Spawnkiller-killer&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). (&amp;quot;red&amp;quot; or &amp;quot;blue&amp;quot;)&lt;br /&gt;
angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness.&lt;br /&gt;
gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag.&lt;br /&gt;
For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.&lt;br /&gt;
&lt;br /&gt;
= ut_weapon =&lt;br /&gt;
== ut_weapon_ak103 ==&lt;br /&gt;
The AK103&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_beretta ==&lt;br /&gt;
The Beretta&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_bomb ==&lt;br /&gt;
The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
Multiple bombs in a map would be interesting....&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_deagle ==&lt;br /&gt;
The Desert Eagle&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_g36 ==&lt;br /&gt;
The G36&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_grenade ==&lt;br /&gt;
=== ut_weapon_grenade_flash ===&lt;br /&gt;
Only works in 4.1 on MOD-Servers, where the flashnade is allowed, or older versions of Urban Terror.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
&lt;br /&gt;
=== ut_weapon_grenade_he ===&lt;br /&gt;
The High-Explosion Grenade&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
=== ut_weapon_grenade_smoke ===&lt;br /&gt;
The Smoke-Grenade&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_hk69 ==&lt;br /&gt;
The HK69&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_knife ==&lt;br /&gt;
The Knife, you can't have more than 5 pieces&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_lr ==&lt;br /&gt;
The ZM LR300&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_m4 ==&lt;br /&gt;
The M4&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_mp5k ==&lt;br /&gt;
The MP5K&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_negev ==&lt;br /&gt;
The fullautomatic Negev&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_psg1 ==&lt;br /&gt;
The PSG1 Sniperrifle&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_spas ==&lt;br /&gt;
The Franchi Spas 12 shotgun&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_sr8 ==&lt;br /&gt;
The Sr8-Sniperrifle&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_ump45 ==&lt;br /&gt;
The secondary-weapon UMP45&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=764</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=764"/>
				<updated>2011-08-21T09:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= ut_item =&lt;br /&gt;
&lt;br /&gt;
== ut_item_extraammo ==&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;br /&gt;
&lt;br /&gt;
== ut_item_helmet ==&lt;br /&gt;
The normal helmet.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_laser ==&lt;br /&gt;
The laser for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_medkit ==&lt;br /&gt;
The medkit to heal other players.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_nvg ==&lt;br /&gt;
The Tacitcal Goggles.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_silencer ==&lt;br /&gt;
The silencer for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_vest ==&lt;br /&gt;
The kevlarvest&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
= ut_mrentry =&lt;br /&gt;
Spawn location for the CTF Spawn Room Sentry Cannon.&lt;br /&gt;
A very effective Spawnkiller-killer&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). (&amp;quot;red&amp;quot; or &amp;quot;blue&amp;quot;)&lt;br /&gt;
angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness.&lt;br /&gt;
gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag.&lt;br /&gt;
For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.&lt;br /&gt;
&lt;br /&gt;
= ut_weapon =&lt;br /&gt;
== ut_weapon_ak103 ==&lt;br /&gt;
The AK103&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_beretta ==&lt;br /&gt;
The Beretta&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_bomb ==&lt;br /&gt;
The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
Multiple bombs in a map would be interesting....&lt;br /&gt;
&lt;br /&gt;
== ut_weapon_deagle ==&lt;br /&gt;
The Desert Eagle&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=763</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=763"/>
				<updated>2011-08-21T09:04:26Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= ut_item =&lt;br /&gt;
&lt;br /&gt;
== ut_item_extraammo ==&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;br /&gt;
&lt;br /&gt;
== ut_item_helmet ==&lt;br /&gt;
The normal helmet.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_laser ==&lt;br /&gt;
The laser for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_medkit ==&lt;br /&gt;
The medkit to heal other players.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_nvg ==&lt;br /&gt;
The Tacitcal Goggles.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_silencer ==&lt;br /&gt;
The silencer for some Weapons&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
== ut_item_vest ==&lt;br /&gt;
The kevlarvest&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
&lt;br /&gt;
= ut_mrentry =&lt;br /&gt;
Spawn location for the CTF Spawn Room Sentry Cannon.&lt;br /&gt;
A very effective Spawnkiller-killer&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). (&amp;quot;red&amp;quot; or &amp;quot;blue&amp;quot;)&lt;br /&gt;
angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness.&lt;br /&gt;
gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag.&lt;br /&gt;
For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.&lt;br /&gt;
&lt;br /&gt;
= ut_weapon =&lt;br /&gt;
== ut_weapon_ak103 ==&lt;br /&gt;
The AK103&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
count: sets the amount of ammo given to the player when picked up (default 0).&lt;br /&gt;
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- Notes --------&lt;br /&gt;
A count has to be set in order for ammo to be in the weapon when picked up &lt;br /&gt;
the count system is very weird and I am unable to figure out how it works,&lt;br /&gt;
but here are some usefull numbers&lt;br /&gt;
count of 30   = 30 bullets 0 clips&lt;br /&gt;
count of 500  = 30 bullets 1 clip&lt;br /&gt;
count of 1000 = 30 bullets 2 clips&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=762</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=762"/>
				<updated>2011-08-21T08:50:32Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== ut_item ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ut_item_extraammo ==&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;br /&gt;
&lt;br /&gt;
== ut_item_helmet ==&lt;br /&gt;
The normal helmet.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=754</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=754"/>
				<updated>2011-08-21T07:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ut_item_extraammo ==&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=752</id>
		<title>Entities:UT</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:UT&amp;diff=752"/>
				<updated>2011-08-21T07:46:36Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Created page with &amp;quot;== ut_item_extraammo Give you 2 clips by running over this item. -------- KEYS -------- gametype : Specifies gametypes for the item to be in in. If this key is not used, the item...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ut_item_extraammo&lt;br /&gt;
Give you 2 clips by running over this item.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234&lt;br /&gt;
wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay&lt;br /&gt;
angle: direction in which model will be oriented.&lt;br /&gt;
target : this points to the entity to activate.&lt;br /&gt;
targetname : activating trigger points to this.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
It looks in the Radiant and in Game like a Helmet.&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=750</id>
		<title>Radiant:Using</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Radiant:Using&amp;diff=750"/>
				<updated>2011-08-21T07:37:33Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* What is radiant? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is radiant?==&lt;br /&gt;
Radiant is a Mapper-Tool to create a .map-file, which could be converted with a compiler, called q3map2, in a playable .bsp-file.&lt;br /&gt;
&lt;br /&gt;
==Using radiant==&lt;br /&gt;
&lt;br /&gt;
A short tutorial showing the basics of using Radiant to make maps. Tutorial - [[Radiant_Basics|Basic tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
&lt;br /&gt;
==How not to create your first room==&lt;br /&gt;
&lt;br /&gt;
==How to create your first room==&lt;br /&gt;
A small tutorial giving a detailed tutorial on how to construct your very first room and perhaps your first map.&lt;br /&gt;
&lt;br /&gt;
[[Create your first room]]&lt;br /&gt;
&lt;br /&gt;
==How to create another room==&lt;br /&gt;
&lt;br /&gt;
==How to create a door between 2 rooms==&lt;br /&gt;
&lt;br /&gt;
==How to make a ladder==&lt;br /&gt;
&lt;br /&gt;
==How to add water==&lt;br /&gt;
&lt;br /&gt;
== How to make things breakable ==&lt;br /&gt;
Select the brushes you want to break (note that all selected brushes will break at the same time - if you want breakable windows, you will need to redo this step for every single window), open the entity menu by rightclicking and then turn the selected brushes into a [[Entities:Func#func_breakable|func_breakable]].&lt;br /&gt;
You can edit the properties of the brush by pressing N. See [[Entities:Func#func_breakable|func_breakable reference]] for details on how to use it.&lt;br /&gt;
&lt;br /&gt;
==How to make an elevator==&lt;br /&gt;
&lt;br /&gt;
== How to add a model ==&lt;br /&gt;
Rightclick to open the entity menu and select [[Entities:Misc#misc_model|misc_model]]. This will open a file dialogue which allows you to choose a model.&lt;br /&gt;
Please note that the default filter is set to [[Models:Formats#MD3|MD3]] and you may need to change that depending on your model.&lt;br /&gt;
After selecting the model, you should see it in Radiant.&lt;br /&gt;
You can drag it around and rotate it as you like.&lt;br /&gt;
&lt;br /&gt;
See the [[Entities:Misc#misc_model|misc_model reference]] for exact information.&lt;br /&gt;
&lt;br /&gt;
==How to make models and prefabs using radiant==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to build an entire universe in a single box==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to add Weapons directly into the map==&lt;br /&gt;
There are 2 ways, one (the complicated) is this:&lt;br /&gt;
You create a info_spawn, press &amp;quot;n&amp;quot; and write this (for a negev) in:&lt;br /&gt;
 classname=ut_weapon_negev  -says which weapon&lt;br /&gt;
 count=1000                 -how often you can pick up the weapon and how much ammunition is in it&lt;br /&gt;
 wait=1                     -time the weapon needs for respawn&lt;br /&gt;
Or you download the Urban Terror Mapping Package [http://nem.cwsurf.de/?page_id=40 here] and put it into your Radiant folder.&lt;br /&gt;
You can select the weapons from the entity menu after restarting Radiant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=713</id>
		<title>Packaging:Levelshot</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=713"/>
				<updated>2011-08-20T20:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Template==&lt;br /&gt;
At first, you need the Levelshot Template, download it [http://www.urbanterror.info/downloads/static/docs/tutorials/leveldesign/levelshot.zip here].&lt;br /&gt;
Edit it with a Pictureditor like Gimp or Photoshop.&lt;br /&gt;
&lt;br /&gt;
== The Screenshot for the Levelshot ==&lt;br /&gt;
Look at the best place on your map or the place you want, and make the screenshot with F11(which you add into the template), finally you find it under &amp;quot;q3ut4/screenshots&amp;quot;.&lt;br /&gt;
It is recommended to make the screenshot with these references:&lt;br /&gt;
&lt;br /&gt;
 cg_draw2D 0	       -This will remove the GUI&lt;br /&gt;
 cg_drawHands 0	       -This hides the gun&lt;br /&gt;
 fov 90	               -Yes 90, distortion isn't a pretty thing.&lt;br /&gt;
 r_gamma 1	       -Anything other than 1 will make your screenshot look horrible.&lt;br /&gt;
 r_picmip 0	       -Highest quality textures.&lt;br /&gt;
 r_simpleshaders 0      -If your using the latest renderer, this enables all the new effects.&lt;br /&gt;
 r_bloom X	       -Season with bloom to taste; I find r_bloom 4 a nice setting.&lt;br /&gt;
 r_fancywater 1	       -If applicable, enable fancy water.&lt;br /&gt;
&lt;br /&gt;
== Saving the Screenshot ==&lt;br /&gt;
Save the levelshot under &amp;quot;q3ut4/levelshots/YOURMAPNAME.tga&amp;quot; and pack it with the right folderpath (levelshots should be the name of the folder) into the .pk3-file from your map.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The usual resolution is 1024x1024&lt;br /&gt;
[[Category:Packaging]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=712</id>
		<title>Packaging:Levelshot</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Levelshot&amp;diff=712"/>
				<updated>2011-08-20T20:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Template==&lt;br /&gt;
At first, you need the Levelshot Template, download it [http://www.urbanterror.info/downloads/static/docs/tutorials/leveldesign/levelshot.zip here].&lt;br /&gt;
Edit it with a Pictureditor like Gimp or Photoshop.&lt;br /&gt;
&lt;br /&gt;
== The Screenshot for the Levelshot ==&lt;br /&gt;
Look at the best place on your map or the place you want, and make the screenshot with F11(which you add into the template), finally you find it under &amp;quot;q3ut4/screenshots&amp;quot;.&lt;br /&gt;
It is recommended to make the screenshot with these references:&lt;br /&gt;
&lt;br /&gt;
 cg_draw2D 0	       -This will remove the GUI&lt;br /&gt;
 cg_drawHands 0	       -This will stop the gun from being rendered.&lt;br /&gt;
 fov 90	               -Yes 90, distortion isn't a pretty thing.&lt;br /&gt;
 r_gamma 1	       -Anything other than 1 will make your screenshot look horrible.&lt;br /&gt;
 r_picmip 0	       -Highest quality textures.&lt;br /&gt;
 r_simpleshaders 0      -If your using the latest renderer, this enables all the new effects.&lt;br /&gt;
 r_bloom X	       -Season with bloom to taste; I find r_bloom 4 a nice setting.&lt;br /&gt;
 r_fancywater 1	       -If applicable, enable fancy water.&lt;br /&gt;
&lt;br /&gt;
== Saving the Screenshot ==&lt;br /&gt;
Save the levelshot under &amp;quot;q3ut4/levelshots/YOURMAPNAME.tga&amp;quot; and pack it with the right folderpath (levelshots should be the name of the folder) into the .pk3-file from your map.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The usual resolution is 1024x1024&lt;br /&gt;
[[Category:Packaging]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=710</id>
		<title>Packaging:Minimap</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=710"/>
				<updated>2011-08-20T20:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* Creating a Minimap with the q3map2-generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Minimap with the q3map2-generator ==&lt;br /&gt;
You have to create a new Compiling stages, which starts with -minimap, then a -size and a -border [[File:Minimap.jpg|200px|thumb|right|Black-White Minimap]]&lt;br /&gt;
Here are the commands for q3map2 you can use:&lt;br /&gt;
* minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga&lt;br /&gt;
* black: Write the minimap as a black-on-transparency RGBA32 image&lt;br /&gt;
* boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero&lt;br /&gt;
* border F: Sets the amount of border pixels relative to the total image size&lt;br /&gt;
* gray: Write the minimap as a white-on-black GRAY8 image&lt;br /&gt;
* keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)&lt;br /&gt;
* minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with    entering, and 1/64 of border appended to all sides) &lt;br /&gt;
* nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)&lt;br /&gt;
* o filename.tga: Sets the output file name&lt;br /&gt;
* random N: Sets the randomized supersampling count (cannot be combined with -samples)&lt;br /&gt;
* samples N: Sets the ordered supersampling count (cannot be combined with -random)&lt;br /&gt;
* sharpen F: Sets the sharpening coefficient&lt;br /&gt;
* size N: Sets the width and height of the output image&lt;br /&gt;
* white: Write the minimap as a white-on-transparency RGBA32 image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Example for a simple Black-White Minimap:'' &lt;br /&gt;
 -minimap -size 512 -sharpen 1 -border 0&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=707</id>
		<title>Packaging:Minimap</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=707"/>
				<updated>2011-08-20T19:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* Creating a Minimap with the q3map2-generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Minimap with the q3map2-generator ==&lt;br /&gt;
&lt;br /&gt;
This version of the map compiler can generate minimaps as used by Nexuiz.&lt;br /&gt;
The specs of the minimap's texture mapping are: &lt;br /&gt;
* Let M be the rectangle of the world's mins/maxs coordinates. [[File:Minimap.jpg|200px|thumb|right|Black-White Minimap]]&lt;br /&gt;
* If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.&lt;br /&gt;
* Let S' be S scaled by factor 1/(1-2*border) around the center of S.&lt;br /&gt;
* The &amp;quot;mins&amp;quot; corner of S' corresponds to the top left corner of the image.&lt;br /&gt;
* The &amp;quot;maxs&amp;quot; corner of S' corresponds to the bottom right corner of the image.&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=705</id>
		<title>Packaging:Minimap</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=705"/>
				<updated>2011-08-20T19:54:43Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Minimap with the q3map2-generator ==&lt;br /&gt;
&lt;br /&gt;
This version of the map compiler can generate minimaps as used by Nexuiz.&lt;br /&gt;
The specs of the minimap's texture mapping are: &lt;br /&gt;
* Let M be the rectangle of the world's mins/maxs coordinates.&lt;br /&gt;
* If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.&lt;br /&gt;
* Let S' be S scaled by factor 1/(1-2*border) around the center of S.&lt;br /&gt;
* The &amp;quot;mins&amp;quot; corner of S' corresponds to the top left corner of the image.&lt;br /&gt;
* The &amp;quot;maxs&amp;quot; corner of S' corresponds to the bottom right corner of the image.&lt;br /&gt;
&lt;br /&gt;
[[File:Minimap.jpg|200px|thumb|right|Black-White Minimap]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=698</id>
		<title>Packaging:Minimap</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=698"/>
				<updated>2011-08-20T19:46:07Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Minimap with the q3map2-generator ==&lt;br /&gt;
&lt;br /&gt;
This version of the map compiler can generate minimaps as used by Nexuiz.&lt;br /&gt;
The specs of the minimap's texture mapping are: &lt;br /&gt;
* Let M be the rectangle of the world's mins/maxs coordinates.&lt;br /&gt;
* If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.&lt;br /&gt;
* Let S' be S scaled by factor 1/(1-2*border) around the center of S.&lt;br /&gt;
* The &amp;quot;mins&amp;quot; corner of S' corresponds to the top left corner of the image.&lt;br /&gt;
* The &amp;quot;maxs&amp;quot; corner of S' corresponds to the bottom right corner of the image.&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=697</id>
		<title>Packaging:Minimap</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Packaging:Minimap&amp;diff=697"/>
				<updated>2011-08-20T19:45:56Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Created page with &amp;quot;== Creating a Minimap with the q3map2-generator ==  This version of the map compiler can generate minimaps as used by Nexuiz. The specs of the minimap's texture mapping are:  * L...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating a Minimap with the q3map2-generator ==&lt;br /&gt;
&lt;br /&gt;
This version of the map compiler can generate minimaps as used by Nexuiz.&lt;br /&gt;
The specs of the minimap's texture mapping are: &lt;br /&gt;
* Let M be the rectangle of the world's mins/maxs coordinates.&lt;br /&gt;
* If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.&lt;br /&gt;
* Let S' be S scaled by factor 1/(1-2*border) around the center of S.&lt;br /&gt;
* The &amp;quot;mins&amp;quot; corner of S' corresponds to the top left corner of the image.&lt;br /&gt;
* The &amp;quot;maxs&amp;quot; corner of S' corresponds to the bottom right corner of the image.&lt;br /&gt;
&lt;br /&gt;
[URL=http://www.custommapmakers.org/wiki/images/b/b8/Minimap.jpg Extension=jpg ]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Minimap.jpg&amp;diff=695</id>
		<title>File:Minimap.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Minimap.jpg&amp;diff=695"/>
				<updated>2011-08-20T19:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: Black-White Minimap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Black-White Minimap&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=690</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=690"/>
				<updated>2011-08-20T19:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_wall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
 random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
 target : this points to the entities to trigger.&lt;br /&gt;
 targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
 target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
* 1. Trains always start on in the game.&lt;br /&gt;
* 2. Trains do not damage the played when blocked.&lt;br /&gt;
* 3. Trains cannot emit sound.&lt;br /&gt;
* 4. Trains are not triggerable or toggle-able.&lt;br /&gt;
* 5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : .md3 model to also draw&lt;br /&gt;
 name : to associate with a set of control buttons&lt;br /&gt;
 noise : looping sound to play when the train is in motion&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 speed : default 350&lt;br /&gt;
 dmg : default 0&lt;br /&gt;
 target : first path_ut_stop, train spawns here&lt;br /&gt;
 interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
 id : to uniquely associate it with a set of control buttons&lt;br /&gt;
 startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
 stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
 noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
* Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
* The train spawns at the first target it is pointing at.&lt;br /&gt;
* The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
''KEYS''&lt;br /&gt;
 gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
 Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
 You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
* Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=689</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=689"/>
				<updated>2011-08-20T19:17:40Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_ut_train */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
 random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
 target : this points to the entities to trigger.&lt;br /&gt;
 targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
 target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
* 1. Trains always start on in the game.&lt;br /&gt;
* 2. Trains do not damage the played when blocked.&lt;br /&gt;
* 3. Trains cannot emit sound.&lt;br /&gt;
* 4. Trains are not triggerable or toggle-able.&lt;br /&gt;
* 5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : .md3 model to also draw&lt;br /&gt;
 name : to associate with a set of control buttons&lt;br /&gt;
 noise : looping sound to play when the train is in motion&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 speed : default 350&lt;br /&gt;
 dmg : default 0&lt;br /&gt;
 target : first path_ut_stop, train spawns here&lt;br /&gt;
 interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
 id : to uniquely associate it with a set of control buttons&lt;br /&gt;
 startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
 stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
 noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
* Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
* The train spawns at the first target it is pointing at.&lt;br /&gt;
* The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=688</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=688"/>
				<updated>2011-08-20T19:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_train */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
 random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
 target : this points to the entities to trigger.&lt;br /&gt;
 targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
 target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
* 1. Trains always start on in the game.&lt;br /&gt;
* 2. Trains do not damage the played when blocked.&lt;br /&gt;
* 3. Trains cannot emit sound.&lt;br /&gt;
* 4. Trains are not triggerable or toggle-able.&lt;br /&gt;
* 5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=687</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=687"/>
				<updated>2011-08-20T19:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
 random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
 target : this points to the entities to trigger.&lt;br /&gt;
 targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=686</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=686"/>
				<updated>2011-08-20T19:13:36Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_static */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
 Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=685</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=685"/>
				<updated>2011-08-20T19:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_rotatingdoor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
 targetname : name of a target to trigger when door opens&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
 speed : defaults to 100, speed at which door opens&lt;br /&gt;
 wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
 axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
 damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
 gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
 gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
 You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
 Urban Terror gametype mappings are:&lt;br /&gt;
 Free For All 0&lt;br /&gt;
 Single Player 1&lt;br /&gt;
 Team Deathmatch 3&lt;br /&gt;
 Team Survivor 4&lt;br /&gt;
 Assasins 5&lt;br /&gt;
 Capture And Hold 6&lt;br /&gt;
 Capture The Flag 7&lt;br /&gt;
 Bomb 8&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=684</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=684"/>
				<updated>2011-08-20T19:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_plat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=683</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=683"/>
				<updated>2011-08-20T19:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_rotating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast entity rotates (default 100).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
 Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=682</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=682"/>
				<updated>2011-08-20T19:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_plat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
 Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they  spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : determines how fast the plat moves (default 150).&lt;br /&gt;
 lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
 height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
 targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip  value. &lt;br /&gt;
 But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat  and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need  to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
 There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. &lt;br /&gt;
 Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if  you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=681</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=681"/>
				<updated>2011-08-20T19:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_pendulum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=680</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=680"/>
				<updated>2011-08-20T19:03:07Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_pendulum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
 Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. &lt;br /&gt;
 Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=679</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=679"/>
				<updated>2011-08-20T19:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_pendulum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
 Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
 speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
 phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=678</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=678"/>
				<updated>2011-08-20T19:00:55Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_keyboard_interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
 id : id of the func_ut_train that this interface associates with&lt;br /&gt;
 targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
 option1 : text message to describe the first destination&lt;br /&gt;
 option2 : text message to describe the second destination&lt;br /&gt;
 option3 : text message to describe the third destination&lt;br /&gt;
 option4 : text message to describe the fourth destination&lt;br /&gt;
 option5 : text message to describe the five destination&lt;br /&gt;
 stop1 : targetname of first destination&lt;br /&gt;
 stop2 : targetname of second destination&lt;br /&gt;
 stop3 : targetname of third destination&lt;br /&gt;
 stop4 : targetname of fourth destination&lt;br /&gt;
 stop5 : targetname of fifth destination&lt;br /&gt;
 stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
 stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
 stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
 stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
 stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
 stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
 stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
 stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
 stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
 stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
 stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
 stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
 stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
 stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
 stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
 stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
 stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
 stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
 stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
 stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
 - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
 - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=677</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=677"/>
				<updated>2011-08-20T18:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
''OLD TERRAIN KEYS (note: obsolete with Q3Map2)''&lt;br /&gt;
 terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast  shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=676</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=676"/>
				<updated>2011-08-20T18:58:48Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
 speed : determines how fast the door moves (default 100).&lt;br /&gt;
 wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
 lip : lip remaining at end of move (default 8)&lt;br /&gt;
 targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
 health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
 dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
 team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
 only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
 CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
 trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
 pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
 noise : looping sound as door is moving&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
 CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
 - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=675</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=675"/>
				<updated>2011-08-20T18:57:12Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_button */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
 target : all entities with a matching targetname will be triggered.&lt;br /&gt;
 speed : speed of button's displacement (default 40).&lt;br /&gt;
 wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
 lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
 health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
 push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=674</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=674"/>
				<updated>2011-08-20T18:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_breakable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 color : constantLight color&lt;br /&gt;
 light : constantLight radius&lt;br /&gt;
 type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE   NOTES)&lt;br /&gt;
 axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
 health : health of object&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
 shards : number of shards object should shatter into (0-255)&lt;br /&gt;
 bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
 - For glass windows that break easily, set health to 1.&lt;br /&gt;
 - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time  by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you  stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
 - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
 - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when  people stand on it.&lt;br /&gt;
 - You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
 - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
 - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
 - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
 - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
target : all entities with a matching targetname will be triggered.&lt;br /&gt;
speed : speed of button's displacement (default 40).&lt;br /&gt;
wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=673</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=673"/>
				<updated>2011-08-20T18:54:19Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_breakable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
''KEYS''&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES)&lt;br /&gt;
axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
health : health of object&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
shards : number of shards object should shatter into (0-255)&lt;br /&gt;
bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
''NOTES''&lt;br /&gt;
- For glass windows that break easily, set health to 1.&lt;br /&gt;
- Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
- The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
- If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when people stand on it.&lt;br /&gt;
- You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
- Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
- Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
- Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
- Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
target : all entities with a matching targetname will be triggered.&lt;br /&gt;
speed : speed of button's displacement (default 40).&lt;br /&gt;
wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=672</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=672"/>
				<updated>2011-08-20T18:53:40Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_bobbing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
''KEYS''&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
''Q3MAP2 KEYS''&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''Q3MAP2 TERRAIN KEYS''&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
''SPAWNFLAGS''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES)&lt;br /&gt;
axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
health : health of object&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
shards : number of shards object should shatter into (0-255)&lt;br /&gt;
bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- For glass windows that break easily, set health to 1.&lt;br /&gt;
- Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
- The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
- If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when people stand on it.&lt;br /&gt;
- You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
- Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
- Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
- Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
- Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
target : all entities with a matching targetname will be triggered.&lt;br /&gt;
speed : speed of button's displacement (default 40).&lt;br /&gt;
wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=671</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=671"/>
				<updated>2011-08-20T18:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* func_bobbing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
 speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
 height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
 phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
 noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
 model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
 origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
 light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
 color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
 _targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
 _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
 _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast   shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
 _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
 _celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
 _indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
 _layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
 _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
'''SPAWNFLAGS'''&lt;br /&gt;
 X_AXIS : entity will bob along the X axis.&lt;br /&gt;
 Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
''NOTES''&lt;br /&gt;
 In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the  entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will   correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
 Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES)&lt;br /&gt;
axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
health : health of object&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
shards : number of shards object should shatter into (0-255)&lt;br /&gt;
bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- For glass windows that break easily, set health to 1.&lt;br /&gt;
- Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
- The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
- If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when people stand on it.&lt;br /&gt;
- You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
- Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
- Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
- Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
- Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
target : all entities with a matching targetname will be triggered.&lt;br /&gt;
speed : speed of button's displacement (default 40).&lt;br /&gt;
wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Info&amp;diff=670</id>
		<title>Entities:Info</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Info&amp;diff=670"/>
				<updated>2011-08-20T18:49:05Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: /* info_null/info_notnull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== info_player_deathmatch ==&lt;br /&gt;
Potential spawn point for a player&lt;br /&gt;
&lt;br /&gt;
== info_player_start ==&lt;br /&gt;
Exactly the same as info_player_deathmatch.&lt;br /&gt;
&lt;br /&gt;
== info_item_botroam ==&lt;br /&gt;
Attracts bots&lt;br /&gt;
&lt;br /&gt;
== info_null/info_notnull ==&lt;br /&gt;
Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.&lt;br /&gt;
&lt;br /&gt;
Keys&lt;br /&gt;
* targetname : must match the target key of entity that uses this for pointing.&lt;br /&gt;
* notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
* notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
* notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Info&amp;diff=669</id>
		<title>Entities:Info</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Info&amp;diff=669"/>
				<updated>2011-08-20T18:47:35Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== info_player_deathmatch ==&lt;br /&gt;
Potential spawn point for a player&lt;br /&gt;
&lt;br /&gt;
== info_player_start ==&lt;br /&gt;
Exactly the same as info_player_deathmatch.&lt;br /&gt;
&lt;br /&gt;
== info_item_botroam ==&lt;br /&gt;
Attracts bots&lt;br /&gt;
&lt;br /&gt;
== info_null/info_notnull ==&lt;br /&gt;
Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.&lt;br /&gt;
&lt;br /&gt;
Keys&lt;br /&gt;
 targetname : must match the target key of entity that uses this for pointing.&lt;br /&gt;
 notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
 notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=646</id>
		<title>Entities:Func</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Entities:Func&amp;diff=646"/>
				<updated>2011-08-20T17:13:35Z</updated>
		
		<summary type="html">&lt;p&gt;NemNEMnem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== func_bobbing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the &amp;quot;noise&amp;quot; key is set. Will crush the player when blocked.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : amount of time in seconds for one complete oscillation cycle (default 4).&lt;br /&gt;
height : sets the amount of travel of the oscillation movement (default 32).&lt;br /&gt;
phase : sets the start offset of the oscillation cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will bob along the X axis.&lt;br /&gt;
Y_AXIS : entity will bob along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_breakable ==&lt;br /&gt;
A breakable thing just sits there, doing nothing, &lt;br /&gt;
but will break if damaged or collided with.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES)&lt;br /&gt;
axis : 1 - x, 2 - y, 4 - z&lt;br /&gt;
health : health of object&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
shards : number of shards object should shatter into (0-255)&lt;br /&gt;
bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- For glass windows that break easily, set health to 1.&lt;br /&gt;
- Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it.  You can make a roof that collapses in after a period of time by setting the health to a value like 5.  This will mean that a player standing on such a surface for around 5 seconds will fall thru.  The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds.&lt;br /&gt;
- The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks.&lt;br /&gt;
- If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to &amp;quot;4&amp;quot; if you want it to break when people stand on it.&lt;br /&gt;
- You can build anything to break using the breakables.  Use the model2 key to create things like breakable pots -- see Wetwired's map &amp;quot;ricochet&amp;quot; for an example.&lt;br /&gt;
- Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments&lt;br /&gt;
- Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast.&lt;br /&gt;
- Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means&lt;br /&gt;
- Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
When a button is touched by a player, it moves in the direction set by the &amp;quot;angle&amp;quot; key, triggers all its targets, stays pressed by an amount of time set by the &amp;quot;wait&amp;quot; key, then returns to it's original position where it can be operated again.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the direction in which the button will move (up = -1, down = -2).&lt;br /&gt;
target : all entities with a matching targetname will be triggered.&lt;br /&gt;
speed : speed of button's displacement (default 40).&lt;br /&gt;
wait : number of seconds button stays pressed (default 1, -1 = return immediately).&lt;br /&gt;
lip : lip remaining at end of move (default 4 units).&lt;br /&gt;
health : if set to a non-zero value, the button must be damaged by &amp;quot;health&amp;quot; amount of points to operate.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
push_sound : sound that gets played when button gets pushed (&amp;quot;none&amp;quot; for nothing, defaults to a elevator Q3 sound)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_door ==&lt;br /&gt;
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : determines the opening direction of door (up = -1, down = -2).&lt;br /&gt;
speed : determines how fast the door moves (default 100).&lt;br /&gt;
wait : number of seconds before door returns (default 2, -1 = return immediately)&lt;br /&gt;
lip : lip remaining at end of move (default 8)&lt;br /&gt;
targetname : if set, a func_button or trigger is required to activate the door.&lt;br /&gt;
health : if set to a non-zero value, the door must be damaged by &amp;quot;health&amp;quot; amount of points to activate (default 0).&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.&lt;br /&gt;
team: assign the same team name to multiple doors that should operate together (see Notes).&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually)&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound as door is moving&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_OPEN : the door will spawn in the open state and operate in reverse.&lt;br /&gt;
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush.  Set the 'wait' key on the trigger_multiple to a very low value( &amp;lt; 1 like .25 )&lt;br /&gt;
- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
== func_group ==&lt;br /&gt;
&lt;br /&gt;
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.&lt;br /&gt;
-------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------&lt;br /&gt;
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_keyboard_interface ==&lt;br /&gt;
keyboard menu interface&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1&lt;br /&gt;
id : id of the func_ut_train that this interface associates with&lt;br /&gt;
targetname : id for the func_ut_train key &amp;quot;interface&amp;quot; to associate it with the right func_ut_train&lt;br /&gt;
option1 : text message to describe the first destination&lt;br /&gt;
option2 : text message to describe the second destination&lt;br /&gt;
option3 : text message to describe the third destination&lt;br /&gt;
option4 : text message to describe the fourth destination&lt;br /&gt;
option5 : text message to describe the five destination&lt;br /&gt;
stop1 : targetname of first destination&lt;br /&gt;
stop2 : targetname of second destination&lt;br /&gt;
stop3 : targetname of third destination&lt;br /&gt;
stop4 : targetname of fourth destination&lt;br /&gt;
stop5 : targetname of fifth destination&lt;br /&gt;
stop2from1 : beginning of path from 1 to 2&lt;br /&gt;
stop3from1 : beginning of path from 1 to 3&lt;br /&gt;
stop4from1 : beginning of path from 1 to 4&lt;br /&gt;
stop5from1 : beginning of path from 1 to 5&lt;br /&gt;
stop1from2 : beginning of path from 2 to 1&lt;br /&gt;
stop3from2 : beginning of path from 2 to 3&lt;br /&gt;
stop4from2 : beginning of path from 2 to 4&lt;br /&gt;
stop5from2 : beginning of path from 2 to 5&lt;br /&gt;
stop1from3 : beginning of path from 3 to 1&lt;br /&gt;
stop2from3 : beginning of path from 3 to 2&lt;br /&gt;
stop4from3 : beginning of path from 3 to 4&lt;br /&gt;
stop5from3 : beginning of path from 3 to 5&lt;br /&gt;
stop1from4 : beginning of path from 4 to 1&lt;br /&gt;
stop2from4 : beginning of path from 4 to 2&lt;br /&gt;
stop3from4 : beginning of path from 4 to 3&lt;br /&gt;
stop5from4 : beginning of path from 4 to 5&lt;br /&gt;
stop1from5 : beginning of path from 5 to 1&lt;br /&gt;
stop2from5 : beginning of path from 5 to 2&lt;br /&gt;
stop3from5 : beginning of path from 5 to 3&lt;br /&gt;
stop4from5 : beginning of path from 5 to 4&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop&lt;br /&gt;
- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X.&lt;br /&gt;
- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name &amp;quot;top floor&amp;quot; for option1, make sure that stop1 actually is at the &amp;quot;top floor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_pendulum ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
angle : angle offset of axis of rotation from default X axis (default 0).&lt;br /&gt;
speed : angle of swing arc in either direction from initial position (default 30).&lt;br /&gt;
phase : sets the start offset of the swinging cycle. Values must be 0 &amp;lt; phase &amp;lt; 1. Any integer phase value is the same as no offset (default 0).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_plat ==&lt;br /&gt;
&lt;br /&gt;
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast the plat moves (default 150).&lt;br /&gt;
lip : lip remaining at end of move (default 16). Has no effect if &amp;quot;height&amp;quot; is set.&lt;br /&gt;
height : if set, this will determine the total amount of vertical travel of the plat.&lt;br /&gt;
dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.&lt;br /&gt;
targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the &amp;quot;height&amp;quot; key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the &amp;quot;lip&amp;quot; key. Using the &amp;quot;height&amp;quot; key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotating ==&lt;br /&gt;
&lt;br /&gt;
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : determines how fast entity rotates (default 100).&lt;br /&gt;
noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default &amp;quot;0 0 0&amp;quot; - See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
X_AXIS : entity will rotate along the X axis.&lt;br /&gt;
Y_AXIS : entity will rotate along the Y axis.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_rotatingdoor ==&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
pos1 : sound to play when door starts moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
pos2 : sound to play when door stops moving (&amp;quot;none&amp;quot; for nothing, defaults to a creak)&lt;br /&gt;
noise : looping sound to play as door is moving (defaults to no sound)&lt;br /&gt;
targetname : name of a target to trigger when door opens&lt;br /&gt;
color :	constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
direction : force door to open in a set direction: -1 is clockwise, 1 is ccw&lt;br /&gt;
speed : defaults to 100, speed at which door opens&lt;br /&gt;
wait : how long to wait until door auto-closes (default is 0, which means stay open)&lt;br /&gt;
trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually)&lt;br /&gt;
axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis)&lt;br /&gt;
damage : damage door does to a player if they block it (leave out in most cases)&lt;br /&gt;
gamemode_open : gametypes to have the door locked in the open position&lt;br /&gt;
gamemode_shut : gametypes to have the door locked in the closed position&lt;br /&gt;
only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
Rotating doors cannot be shot open, and will only close or open if activated&lt;br /&gt;
by a player.  They will not automatically close after a period either.  In &lt;br /&gt;
game modes not listed under either gamemode_open or gamemode_shut, the doors&lt;br /&gt;
will open and close normally.&lt;br /&gt;
&lt;br /&gt;
You construct a rotating door just like a FUNC_ROTATING: it needs an origin&lt;br /&gt;
brush to act as the hinge.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_static ==&lt;br /&gt;
&lt;br /&gt;
Static non-solid bspmodel. Can be used for conditional walls and models.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.&lt;br /&gt;
&lt;br /&gt;
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_timer ==&lt;br /&gt;
&lt;br /&gt;
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
wait : delay in seconds between each triggering of its targets (default 1).&lt;br /&gt;
random : random time variance in seconds added or subtracted from &amp;quot;wait&amp;quot; delay (default 0 - see Notes).&lt;br /&gt;
target : this points to the entities to trigger.&lt;br /&gt;
targetname : a func_button or trigger that points to this will toggle the timer on/off when activated.&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- SPAWNFLAGS --------&lt;br /&gt;
START_ON : timer will start on in the game and continuously fire its targets.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_train ==&lt;br /&gt;
&lt;br /&gt;
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
speed : speed of displacement of train (default 100 or overridden by speed value of path).&lt;br /&gt;
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.&lt;br /&gt;
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).&lt;br /&gt;
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).&lt;br /&gt;
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).&lt;br /&gt;
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).&lt;br /&gt;
notfree : when set to 1, entity will not spawn in &amp;quot;Free for all&amp;quot; and &amp;quot;Tournament&amp;quot; modes.&lt;br /&gt;
notteam : when set to 1, entity will not spawn in &amp;quot;Teamplay&amp;quot; and &amp;quot;CTF&amp;quot; modes.&lt;br /&gt;
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).&lt;br /&gt;
-------- Q3MAP2 KEYS --------&lt;br /&gt;
_targetname : Used to attach a misc_model entity to this entity.&lt;br /&gt;
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).&lt;br /&gt;
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. &amp;gt; 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.&lt;br /&gt;
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. &amp;gt; 1 = receive shadows only from corresponding keyed entities (see above) and world. &amp;lt; 1 = receive shadows ONLY from corresponding keyed entities.&lt;br /&gt;
_celshader : Sets the cel shader used for this geometry. Note: omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- Q3MAP2 TERRAIN KEYS --------&lt;br /&gt;
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.&lt;br /&gt;
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.&lt;br /&gt;
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
1. Trains always start on in the game.&lt;br /&gt;
2. Trains do not damage the played when blocked.&lt;br /&gt;
3. Trains cannot emit sound.&lt;br /&gt;
4. Trains are not triggerable or toggle-able.&lt;br /&gt;
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.&lt;br /&gt;
&lt;br /&gt;
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.&lt;br /&gt;
&lt;br /&gt;
Target this entity with a misc_model to have the model attached to the entity (set the model's &amp;quot;target&amp;quot; key to the same value as this entity's &amp;quot;targetname&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!'''&lt;br /&gt;
&lt;br /&gt;
== func_ut_train ==&lt;br /&gt;
A train is a mover that moves between path_ut_stop target points.&lt;br /&gt;
&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
model2 : .md3 model to also draw&lt;br /&gt;
name : to associate with a set of control buttons&lt;br /&gt;
noise : looping sound to play when the train is in motion&lt;br /&gt;
color : constantLight color&lt;br /&gt;
light : constantLight radius&lt;br /&gt;
speed : default 350&lt;br /&gt;
dmg : default 0&lt;br /&gt;
target : first path_ut_stop, train spawns here&lt;br /&gt;
interface : the targetname of the func_keyboard_interface that belongs to this train&lt;br /&gt;
id : to uniquely associate it with a set of control buttons&lt;br /&gt;
startSound : sound to play when train begins moving to a new destination&lt;br /&gt;
stopSound : sound to play when train arrives at a final stop&lt;br /&gt;
noise : constant looping sound to always be playing where the train is&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
- Trains MUST HAVE AN ORIGIN BRUSH.&lt;br /&gt;
- The train spawns at the first target it is pointing at.&lt;br /&gt;
- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== func_wall ==&lt;br /&gt;
-------- KEYS --------&lt;br /&gt;
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)&lt;br /&gt;
&lt;br /&gt;
-------- NOTES --------&lt;br /&gt;
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified.&lt;br /&gt;
Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb.&lt;br /&gt;
You cannot use a model as a func_wall.&lt;br /&gt;
&lt;br /&gt;
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.&lt;br /&gt;
&lt;br /&gt;
Urban Terror gametype mappings are:&lt;br /&gt;
Free For All 0&lt;br /&gt;
Single Player 1&lt;br /&gt;
Team Deathmatch 3&lt;br /&gt;
Team Survivor 4&lt;br /&gt;
Assasins 5&lt;br /&gt;
Capture And Hold 6&lt;br /&gt;
Capture The Flag 7&lt;br /&gt;
Bomb 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;/div&gt;</summary>
		<author><name>NemNEMnem</name></author>	</entry>

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