Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
A generic rotating brush/set of brushes. Be sure to include an origin
brush with the group and its origin will serve as the center of rotation
for the entire entity. Use START_ON to have it rotating at level start.
Use the LOOP flag in conjunction with mangle and partial rotation.
See mangle field desc for more info.
"mangle" Takes x y z values, if set, does a partial move and stops.
if LOOP flag is set, does rotation over and over every wait
seconds. Uses "speed" instead of "speeds".
"speeds" Takes x y z values and allows for seperate speed values on
each axis.
"durations" Used if mangle is set and overrides speed. Specifies the
number of seconds for each axis to get from starting to
ending point of partial rotation. Takes x y z values.
"speed" determines how fast it moves; default value is 100.
"duration" Used with partial rotation, specifies # of seconds to
complete move. Overrides speed value.
"dmg" Damage to inflict when blocked (2 default)
"accel" Acceleration speed when activated, goes from stopped to speed
"decel" Deceleration speed when deactivated, goes from speed to 0
"wait" Used with mangle and loop to set wait between rotations
Good values for acceleration run from 20-100.
Acceleration isn't used with partial rotation... for now.
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.