Misc Entities Index
LP_OFF Turn off any lighting effects including the dot field.
LP_DIM Set the ligh type to a dim light.
LP_BRIGHT Set the light type to a bright light.
LP_FLASH Set the light type to a flashing strobe light type of light that flashes every "delay" seconds.
LP_FIELD Turn on the dot field. Can be used in conjunction with any of the lighting types.
LP_SET_MODEL Sets the model to "model" when the entity gets here.
"model" is the model that will be used when using the LP_SET_MODEL spawnflag. Default is "progs/s_null.spr".
"speed" makes the train move on to the next corner at this rate.
"duration" makes the train move on to the next corner and get there in this number of seconds. If this is not 0, this will be used over the speed variable.
"event" is the target name of the entity to trigger when the train gets to it.
"message" is the message to display when the event is triggered.
LIGHT_START_OFF Make it start with no lighting effects.
LIGHT_BRIGHT Make it start using a bright light effect.
LIGHT_FLASH Make it start using a flashing light effect. It will flash every "delay" seconds.
LIGHT_FIELD Makes it start with a dot field effect. This can be used in conjunction with any of the lighting effects.
"delay" is the time in seconds between each flash when using the flashing light efect. Default is 0.2.
"model" is the model that will be used by the entity. Default value is "progs/s_null.spr".
"noise" allows you the specify a wav file for the stop sound.
"noise1" allows you the specify a wav file for the moveing sound.
"count" specifies the number of clones to make of itself along it's path. Works just the cloning on the trains.
HEAL_START_ON Makes it start in the on state when it is going to be triggered. This is not needed if it is not going to be triggered.
HEAL_OBEY_MAX It will not heal beyond the entity's max health.
HEAL_PLAYER_ONLY Makes it only affect players, and not monsters.
HEAL_MONSTER_ONLY Makes it only affect monsters, and not players.
"wait" is the seconds between each healing. Default is 1.
"dmg" is the amount that will be healed each time it is activated.
"health" is the max health that it will heal to.