<classes>

/*QUAKED target_startTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Start
*/

<point name="target_startTimer" color="0 1 0" box="-8 -8 -8 8 8 8">
-------- KEYS --------
<real key="targetname" name="targetname">The name the trigger_multiple targets..</real>
<real key="name" name="name">The "name" key separates the timeruns in a map. Every start, checkpoint and stop mush have a corresponding name. A checkpoint or stop for another name wont do anything if you activated a timerun with a different name.</real>
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Something
</point>

//=============================================================================

/*QUAKED target_stopTimer (1 0 0) (-8 -8 -8) (8 8 8)
Timer Stop
-------- KEYS --------
target: stopTimer triggers its targets when a best time occurs.
*/

<point name="target_stopTimer" color="1 0 0" box="-8 -8 -8 8 8 8">
-------- KEYS --------
<real key="targetname" name="targetname">The name the trigger_multiple targets..</real>
<real key="name" name="name">The "name" key separates the timeruns in a map. Every start, checkpoint and stop mush have a corresponding name. A checkpoint or stop for another name wont do anything if you activated a timerun with a different name.</real>
<real key="mincheckpoints" name="mincheckpoints">The minimum checkpoints passed with the corresponding name. Can be used to force player to use a specific route etc.</real>
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Something
</point>


<point name="light" color="0 1 0" box="-8 -8 -8 8 8 8">
-------- KEYS --------
<real key="light" name="Light">Overrides the default 300 intensity.</real>
<color key="color" name="Light Color">Weighted RGB value of light color (default white - 1.0 1.0 1.0).</color>
<real key="radius" name="Radius">Overrides the default 64 unit radius of a spotlight at the target point.</real>
<real key="fade" name="Fade">Falloff/radius adjustment value. Multiply the run of the slope by "fade" (1.0f default only valid for "Linear" lights wolf)</real>
<target key="target" name="Target">Lights pointed at a target will be spotlights.</target>
-------- Q3MAP2 KEYS --------
<boolean key="_sun" name="Directional">Set this key to 1 on a spotlight to make an infinite sun light.</boolean>
<real key="_samples" name="Samples">Makes Q3map2 replace the light with several smaller lights for smoother illumination. Values of 4 or so will be adequate.</real>
<real key="_deviance" name="Deviance">Radius within which additional samples will be placed.</real>
-------- SPAWNFLAGS --------
<flag key="NONLINEAR" name="Non-linear" bit="0">Checkbox gives inverse square falloff instead of linear</flag>
<flag key="ANGLE" name="Angle" bit="1">Adds light:surface angle calculations (only valid for "Linear" lights wolf)</flag>
<flag key="Q3MAP_NON-DYNAMIC" name="Non-dynamic" bit="4">Specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)</flag>
-------- NOTES --------
Non-displayed light.
Lights pointed at a target will be spotlights.
</point>


<group name="trigger_teleport" colour=".5 .5 .5">
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
-------- KEYS --------
<target key="target" name="Target">this must point to a misc_teleporter_dest entity.</target>
</group>

<point name="misc_teleporter_dest" colour="1 0 0" box="-32 -32 -24 32 32 -16">
Teleport destination location point for trigger_teleporter entities.
-------- KEYS --------
<angle key="angle" name="Yaw Angle">direction in which player will look when teleported.</angle>
<targetname key="targetname" name="Target Name">make the trigger_teleporter point to this.</targetname>
</point>


<!--
=============================================================================
-->

<point name="lightJunior" color="0 0.7 0.3" box="-8 -8 -8 8 8 8">
-------- KEYS --------
<real key="light" name="Intensity">Overrides the default 300 intensity.</real>
<real key="radius" name="Radius">Overrides the default 64 unit radius of a spotlight at the target point.</real>
<real key="fade" name="Fade">Falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default only valid for "Linear" lights wolf)</real>
-------- SPAWNFLAGS --------
<flag key="NONLINEAR" name="Non-linear" bit="0">Checkbox gives inverse square falloff instead of linear</flag>
<flag key="ANGLE" name="Angle" bit="1">Adds light:surface angle calculations (only valid for "Linear" lights wolf)</flag>
<flag key="NEGATIVE_SPOT" name="Negative Spot" bit="2"></flag>
<flag key="NEGATIVE_POINT" name="Negative Point" bit="3"></flag>
-------- NOTES --------
Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
Lights pointed at a target will be spotlights.
</point>


<point name="corona" color="0 1 0" box="-4 -4 -4 4 4 4">
-------- KEYS --------
<real key="scale" name="Scale">Designates a multiplier to the default size.  (so 2.0 is 2xdefault size, 0.5 is half)</real>
<color key="color" name="Corona color">Weighted RGB value of light color</color>
-------- SPAWNFLAGS --------
<flag key="START_OFF" name="Start off" bit="0">Starts non-visible</flag>
-------- NOTES --------
Use color picker to set color or key "color".  Values are 0.0-1.0 for each color (RGB).
</point>

<point name="info_player_deathmatch" color="1 0 1" box="-18 -18 -24 18 18 48">
-------- KEYS --------
<boolean key="nobots" name="No bots">Prevents bots from using this spot.</boolean>
<boolean key="nohumans" name="No humans">Prevents non-bots from using this spot.</boolean>
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Potential spawning position for deathmatch games.
Targets will be fired when someone spawns in on them.
If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull)
</point>


//=============================================================================

//QUAKED target_checkpoint (1 0 0) (-8 -8 -8) (8 8 8)

<point name="target_checkpoint" color="1 1 0" box="-8 -8 -8 8 8 8">
-------- KEYS --------
<real key="targetname" name="targetname">The name the trigger_multiple targets..</real>
<real key="name" name="name">The "name" key separates the timeruns in a map. Every start, checkpoint and stop mush have a corresponding name. A checkpoint or stop for another name wont do anything if you activated a timerun with a different name.</real>
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Something
</point>



<group name="trigger_multiple" color=".5 .5 .5">
-------- KEYS --------
<real key="wait" name="Wait">Seconds between triggerings, 0.5 default, -1 = one time only.</real>
<real key="random" name="Random">Wait variance, default is 0</real>
<target key="target" name="Target">Target entity or entities</target>
-------- SPAWNFLAGS --------
<flag key="AXIS_ONLY" name="AXIS_ONLY" bit="0">Only axis may trigger this</flag>
<flag key="ALLIED_ONLY" name="ALLIED_ONLY" bit="1">Only allies may trigger this</flag>
<flag key="SOLDIER_ONLY" name="SOLDIER_ONLY" bit="4">Only soldiers may trigger this</flag>
<flag key="FIELDOPS_ONLY" name="FIELDOPS_ONLY" bit="5">Only fieldops may trigger this</flag>
<flag key="MEDIC_ONLY" name="MEDIC_ONLY" bit="6">Only medics may trigger this</flag>
<flag key="ENGINEER_ONLY" name="ENGINEER_ONLY" bit="7">Only engineers may trigger this</flag>
<flag key="COVERTOPS_ONLY" name="COVERTOPS_ONLY" bit="8">Only covertops may trigger this</flag>
-------- NOTES --------
Variable sized repeatable trigger.  Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
</group>


<point name="team_CTF_redspawn" color="1 0 0" box="-18 -18 -24 18 18 48">
-------- KEYS --------
(none)
-------- SPAWNFLAGS --------
<flag key="INVULNERABLE" name="Invulnerable" bit="0">Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.</flag>
<flag key="STARTACTIVE" name="Start active" bit="1">This spawn is active at map start</flag>
-------- NOTES --------
Potential spawning position for players on Axis team.
This allows spawnpoints to advance across the battlefield as new ones are placed and/or activated. If target is set, point spawnpoint toward target activation.
</point>

<!--
=============================================================================
-->

<point name="team_CTF_bluespawn" color="0 0 1" box="-18 -18 -24 18 18 48">
-------- KEYS --------
(none)
-------- SPAWNFLAGS --------
<flag key="INVULNERABLE" name="Invulnerable" bit="0">Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.</flag>
<flag key="STARTACTIVE" name="Start active" bit="1">This spawn is active at map start</flag>
-------- NOTES --------
Potential spawning position for players on Allied team.
This allows spawnpoints to advance across the battlefield as new ones are placed and/or activated. If target is set, point spawnpoint toward target activation
</point>

</classes>