"light" "#" // Tells how bright the light is (optional)
"origin" "X Y Z"
"starts_off" // If present, light is off until triggered
}
2.3.2 Player Movement Entities
Level Change Trigger (attaches to brush):
{
"classname" "trigger_changelevel"
"map" "mapname" // Map to change to on trigger; if not present, map is restarted
"spawnflags" "#" // Flags describing the object (optional)
"no_intermission" // If present, intermission screen is skipped
{
<INSERT MODEL INFO HERE>
}
}
Teleport Trigger (attaches to brush):
{
"classname" "trigger_teleport"
"target" "t#" // Teleport destination name to teleport to.
"targetname" "t#" // if present, only teleports when triggered, not when touched (optional)
"player_only" // If present, only players can use teleport
"silent" // If present, teleport makes no sound (broken in QuakeC; use spawnflags == 2)
{
<INSERT MODEL INFO HERE>
{
}
Teleport Destination:
{
"classname" "info_teleport_destination"
"origin" "X Y Z"
"angle" "#" // angle the player will face upon leaving teleport
"targetname" "t#" // Teleport's trigger name
}
2.3.3 Movers
Door (attaches to brush):
{
"classname" "func_door"
"angle" "#" // opening angle
"speed" "#" // speed of movement (100 default)(optional)
"targetname" "#" // Door's trigger name (optional)
"sounds" "#" // sound it makes
// 0 = no sound
// 1 = stone
// 2 = base
// 3 = stone chain
// 4 = screechy metal
"wait" "#" // delay before closing (3 default, -1 never return) (optional)
"spawnflags" "#" // Flags describing the object (optional)
"lip" "#" // amount remaining at end of move (8 default) (optional)
"message" "#" // message printed if door is opened by trigger
"health" "#" // if set, door must be shot open
"dmg" "#" // damage inflicted on blocking entities
"toggle" // door waits in both open and closed states for trigger
"start_open" // door starts open; when triggered, closes
"door_dont_link" // does not link action to multiple door brushes?
"gold_key" // door requires a gold key to open
"silver_key" // door requires a silver key to open
{
<INSERT MODEL INFO HERE>
}
}
Secret Door - automatically shootable:
{
"classname" "func_door_secret"
"angle" "#" // angle it moves when activated
"speed" "#" // speed of movement
"targetname" "#" // Door's trigger name
"sounds" "#" // sound it makes
"wait" "#" // delay before closing
"spawnflags" "#" // Flags describing the object (optional)
"lip" "#" // some kind of offset (optional)
"open_once" // once open, stays open
"1st_left" // first move is left of arrow
"1st_down" // first move is down from arrow
"no_shoot" // only opened by trigger
"always_shoot" // even if targeted, keep shootable
{
<INSERT MODEL INFO HERE>
}
}
Just a regular wall, unless targeted, then changes texture to alternate texture. Also useful for creating deathmatch/single-player only brushes. (attaches to brush):
{
"classname" "func_wall"
"spawnflags" "#" // difficulty level/mode brush appears/does not appear in.
{
<INSERT MODEL INFO HERE>
}
}
A platform (i.e. lift or elevator, attaches to brush)
note - The platform should be placed at its top position when
you place it in your map. The platform is lowered by the height
key. When the plat is stepped on, the plat raises to its original
position. To make a platform that starts out at its top position