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	<updated>2026-05-16T04:30:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Tutorials/Spraylogo&amp;diff=386</id>
		<title>Tutorials/Spraylogo</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Tutorials/Spraylogo&amp;diff=386"/>
		<updated>2019-01-28T04:55:34Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spraylogos are images you can place on most surfaces multiplayer games, with the exception of models. Spraylogos in [[GoldSrc]] tend to vary in height and width depending on their dimensions. GoldSrc Spraylogos are 8-bit meaning that they are restricted to 256 colours with only 1 of which is available for transparency.&lt;br /&gt;
&lt;br /&gt;
== What will you need ==&lt;br /&gt;
* [http://www.the303.org/backups/hltagconverter.rar HLtagconverter]&lt;br /&gt;
* [http://www.the303.org/backups/wally_155b.exe Wally Wad Editor]&lt;br /&gt;
* An image editing program (for this tutorial I will be working in photoshop).&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
Default GoldSrc spraylogos are selected in the multiplayers tab, but in making your own you do not use this selector. A custom spraylogo consists of a .WAD file called &amp;quot;tempdecal.wad&amp;quot; that is saved in your root game directory. Some common directories include&lt;br /&gt;
&lt;br /&gt;
* Counter-Strike&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\cstrike&amp;lt;/code&amp;gt;&lt;br /&gt;
* Sven Co-op&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Sven Co-op\svencoop&amp;lt;/code&amp;gt;&lt;br /&gt;
* Day of Defeat&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\dod&amp;lt;/code&amp;gt;&lt;br /&gt;
* Team Fortress Classic&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\tfc&amp;lt;/code&amp;gt;&lt;br /&gt;
* Half-Life&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\valve&amp;lt;/code&amp;gt;&lt;br /&gt;
* Death Match Classic&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\dmc&amp;lt;/code&amp;gt;&lt;br /&gt;
* 3rd-paty mods&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\&amp;amp;lt;Mod_name&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resolutions ==&lt;br /&gt;
&lt;br /&gt;
The resolutions of GoldSrc spraylogos are quite low, however their dimensions are more forgiving than in source engine. The available sizes in pixels are as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Spraylogo_size_chart.png]]&lt;br /&gt;
&lt;br /&gt;
Now since we have covered the basics we can proceed to image preparation and creation of your spraylogo:&lt;br /&gt;
&lt;br /&gt;
# [[Tutorials/Simple color remap spray|Simple color remap spray]]&lt;br /&gt;
# [[Tutorials/Spray with no transparency using HLtagconverter|Spray with no transparency using HLtagconverter]]&lt;br /&gt;
# [[Tutorials/Spray with transparency using HLtagconverter|Spray with transparency using HLtagconverter]]&lt;br /&gt;
# [[Tutorials/Higher resolution Sven Co-op spray using Wally|Higher resolution Sven Co-op spray using Wally]]&lt;br /&gt;
# [[Tutorials/Fixed IndexAlpha spray|Fixed IndexAlpha spray]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Category:Tutorials&amp;diff=385</id>
		<title>Category:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Category:Tutorials&amp;diff=385"/>
		<updated>2019-01-28T04:53:20Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Created page with &amp;quot;List of all tutorials.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all tutorials.&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Tutorials/Spraylogo&amp;diff=384</id>
		<title>Tutorials/Spraylogo</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Tutorials/Spraylogo&amp;diff=384"/>
		<updated>2019-01-28T04:52:47Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: The303&amp;#039;s spraylogo tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spraylogos are images you can place on most surfaces multiplayer games, with the exception of models. Spraylogos in [[GoldSrc]] tend to vary in height and width depending on their dimensions. GoldSrc Spraylogos are 8-bit meaning that they are restricted to 256 colours with only 1 of which is available for transparency.&lt;br /&gt;
&lt;br /&gt;
== What will you need ==&lt;br /&gt;
* [http://www.the303.org/backups/hltagconverter.rar HLtagconverter]&lt;br /&gt;
* [http://www.the303.org/backups/wally_155b.exe Wally Wad Editor]&lt;br /&gt;
* An image editing program (for this tutorial I will be working in photoshop).&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
Default GoldSrc spraylogos are selected in the multiplayers tab, but in making your own you do not use this selector. A custom spraylogo consists of a .WAD file called &amp;quot;tempdecal.wad&amp;quot; that is saved in your root game directory. Some common directories include&lt;br /&gt;
&lt;br /&gt;
* Counter-Strike&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\cstrike&amp;lt;/code&amp;gt;&lt;br /&gt;
* Sven Co-op&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Sven Co-op\svencoop&amp;lt;/code&amp;gt;&lt;br /&gt;
* Day of Defeat&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\dod&amp;lt;/code&amp;gt;&lt;br /&gt;
* Team Fortress Classic&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\tfc&amp;lt;/code&amp;gt;&lt;br /&gt;
* Half-Life&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\valve&amp;lt;/code&amp;gt;&lt;br /&gt;
* Death Match Classic&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\dmc&amp;lt;/code&amp;gt;&lt;br /&gt;
* 3rd-paty mods&lt;br /&gt;
: &amp;lt;code&amp;gt;\Steam\steamapps\common\Half-Life\&amp;amp;lt;Mod_name&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resolutions ==&lt;br /&gt;
&lt;br /&gt;
The resolutions of GoldSrc spraylogos are quite low, however their dimensions are more forgiving than in source engine. The available sizes in pixels are as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Spraylogo_size_chart.png]]&lt;br /&gt;
&lt;br /&gt;
Now since we have covered the basics we can proceed to image preparation and creation of your spraylogo:&lt;br /&gt;
&lt;br /&gt;
# [[Simple color remap spray]]&lt;br /&gt;
# [[Spray with no transparency using HLtagconverter]]&lt;br /&gt;
# [[Spray with transparency using HLtagconverter]]&lt;br /&gt;
# [[Higher resolution Sven Co-op spray using Wally]]&lt;br /&gt;
# [[Fixed IndexAlpha spray]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=File:Spraylogo_size_chart.png&amp;diff=383</id>
		<title>File:Spraylogo size chart.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=File:Spraylogo_size_chart.png&amp;diff=383"/>
		<updated>2019-01-28T04:28:22Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Spraylogo size chart by The303.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Spraylogo size chart by The303.&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Tutorials&amp;diff=382</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Tutorials&amp;diff=382"/>
		<updated>2019-01-28T04:05:22Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Created page with &amp;quot;Index for all tutorials.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Index for all tutorials.&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Monstermaker&amp;diff=381</id>
		<title>Monstermaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Monstermaker&amp;diff=381"/>
		<updated>2019-01-28T03:57:57Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, &amp;quot;obsolete&amp;quot; info. (The changes were lost during the mass import.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| status=o&lt;br /&gt;
| replaced_by=squadmaker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used to spawn monsters. Very limited. Use [[squadmaker]] instead for better results and more control.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target On Release|target|Targets which are fired whenever a monster is spawned.}}&lt;br /&gt;
{{Entity_keyvalue|Monster Type|monstertype|Set the classname of the monster, weapon, item, ammunition or whatever else may be spawned by squadmaker&#039;s without working incorrectly here. Click HERE for the list of monsters.}}&lt;br /&gt;
{{Entity_keyvalue|Childrens&#039; Name|netname|If set, everything that is spawned by this squadmaker will receive this as its targetname.}}&lt;br /&gt;
{{Entity_keyvalue|Monster count|monstercount|Total amount of monsters which can be spawned by this squadmaker. If this value runs, the squadmaker won&#039;t spawn anything anymore. Setting this to &#039;-1&#039; means an endless supply.}}&lt;br /&gt;
{{Entity_keyvalue|Make Player Allys|respawn_as_playerally|Set whether the spawned monster is an ally or a foe of the players.}}&lt;br /&gt;
{{Entity_keyvalue|Delay between spawns|delay|Delay, in seconds, between spawns.}}&lt;br /&gt;
{{Entity_keyvalue|Max live children|m_imaxlivechildren|Maximum amount of spawns by this squadmaker which may exist at a time. Note that for monsters, they will be counted as a live child till their corpse has faded out.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Health|health|If set, this will overwrite the monster&#039;s default health value managed by the skill configuration.}}&lt;br /&gt;
{{Entity_keyvalue|Path Name|path_name|Name of first path_waypoint to go to.}}&lt;br /&gt;
{{Entity_keyvalue|Goal Entity:|goal_ent|Deprecated.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start on|The squadmaker will start on and start spawning as soon as the map loads.}}&lt;br /&gt;
{{Entity_flag|4|Cyclic|Changes the squadmaker&#039;s toggle-behaviour to a single-fire-behaviour. With this flag set, the entity will spawn one time every time it is fired.}}&lt;br /&gt;
{{Entity_flag|8|Monster clip|Monsters spawned by a squadmaker with this flag set will be blocked by the func_monsterclip brush entity.}}&lt;br /&gt;
{{Entity_flag|1024|No respawn (Collectibles)|If the spawned entity is a weapon, an item or ammunition, it won&#039;t respawn after being collected when this flag is set.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Path Name&#039; keyvalue.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_flag&amp;diff=380</id>
		<title>Template:Entity flag</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_flag&amp;diff=380"/>
		<updated>2019-01-28T03:49:47Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Empty description is now allowed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{1}}} : &#039;&#039;&#039;{{{2}}}&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:25px&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
{{{3|}}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=379</id>
		<title>Template:Entity keyvalue</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=379"/>
		<updated>2019-01-28T03:49:13Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Empty description is now allowed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{{1}}}&#039;&#039;&#039; : &amp;lt;code&amp;gt;{{{2}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:25px&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
{{{3|}}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_shake&amp;diff=378</id>
		<title>Env shake</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_shake&amp;diff=378"/>
		<updated>2019-01-28T03:43:56Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Causes nearby players&#039; screens to shake. Used for simulating earthquakes.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Amplitude|amplitude|Ranging from 0.0 to 16.0, this sets the amplitude in degrees.}}&lt;br /&gt;
{{Entity_keyvalue|Effect radius|radius|Radius around the entity in which the rumble affects players. Becomes less noticeable towards the outside of the radius.}}&lt;br /&gt;
{{Entity_keyvalue|Duration|duration|The duration, in seconds, which the rumble lasts. This includes a linear fade-out: The rumble starts with the set amplitude, which becomes less towards the duration time running out.}}&lt;br /&gt;
{{Entity_keyvalue|Frequency|frequency|The frequency of the rumble. A value of 10 would mean that your screen will shake up and down ten times per second.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Global shake|The env_shake will affect the whole map equally, instead of a radius around it.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Env_shakes can safely be triggered while a rumble is still in progress, causing the new rumble to overwrite the old one entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_sentence&amp;diff=377</id>
		<title>Env sentence</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_sentence&amp;diff=377"/>
		<updated>2019-01-28T03:43:10Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The env_sentence entity allows you to make announcements; think of the announcer in Black Mesa from Half-Life&#039;s single player mode.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Sentence|_text|Put a space-separated list of WAV-file names from the &amp;quot;sounds/vox&amp;quot;-folder here, without the &amp;quot;.wav&amp;quot;-extension. Put a period for a pause, e.g. when at the end of a sentence. E.g. &amp;quot;unlocked maximum power.get out of hazard zone immediately&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The announcer is audible over the whole map, in full volume, with no stereo or 3D-audio effect in relation to the env_sentence&#039;s position.&lt;br /&gt;
* This can be triggered repeatedly and cause the same sentence to be read out multiple times in one moment.&lt;br /&gt;
* Unlike other entities, env_sentence sends the same output type as received, instead of &#039;Toggle&#039;.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_laser&amp;diff=376</id>
		<title>Env laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_laser&amp;diff=376"/>
		<updated>2019-01-28T03:41:41Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A less advanced version of [[env_beam]]. Creates a toggleable laser between itself and its target.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target of Laser|LaserTarget|Entity at which the beam ends.}}&lt;br /&gt;
{{Entity_keyvalue|Brightness|renderamt|Set how bright/visible/transparent the beam shall be on a scale from &#039;0&#039; (invisible) to &#039;255&#039; (very bright).}}&lt;br /&gt;
{{Entity_keyvalue|Beam color|rendercolor|Set the beam&#039;s color. Note that, because of bolts being rendered additively, darker colors mean greater transparency.}}&lt;br /&gt;
{{Entity_keyvalue|Width of beam|BoltWidth|Set the width of the bolt-/beam-texture in inches * 0.25. Note that one unit in Valve Hammer Editor equals one inch and the beam texture you are using possibly has entirely transparent sides, so the beam may appear a bit thinner than expected.}}&lt;br /&gt;
{{Entity_keyvalue|Amount of noise|noiseAmplitude|Set how much the bolt shivers on a scale from 0 (not at all) to 255 (very much).}}&lt;br /&gt;
{{Entity_keyvalue|Sprite name|texture|Set the sprite to use to display the bolt. Path starts in mod-folder.}}&lt;br /&gt;
{{Entity_keyvalue|End Sprite|EndSprite|This sprite is placed where the laser beam ends.}}&lt;br /&gt;
{{Entity_keyvalue|Texture scroll rate|TextureScroll|The texture of the laser is not supposed to be displayed statically. Setting a texture scroll rate gives a visual effect of an actual, moving electric current. The value you set here specifies how often the texture will scroll for the length of its own height per second.}}&lt;br /&gt;
{{Entity_keyvalue|Starting frame|framestart|Set the number of the frame of the sprite to start animating at. This is rarely ever useful, e.g. when you have two identical beams next to each other and need them to look slightly different. Setting &#039;0&#039; here is safe.}}&lt;br /&gt;
{{Entity_keyvalue|Damage / second|damage|Average damage per second for the laser.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start on|Causes the laser to be activated from map load onwards.}}&lt;br /&gt;
{{Entity_flag|16|Start sparks|If set, sparks will be emitted at the env_laser.}}&lt;br /&gt;
{{Entity_flag|32|End sparks|If set, sparks will be emitted at the target of the laser.}}&lt;br /&gt;
{{Entity_flag|64|Decal end|If set, a bullet hole decal will be created whenever the beam hits a surface.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The only thing this entity has that the env_beam doesn&#039;t is &amp;quot;End Sprite&amp;quot;. Unless you need this, it&#039;s probably best to use env_beam instead.&lt;br /&gt;
* In case multiple entities match the name specified under &amp;quot;Target of Laser&amp;quot;, the env_laser entity will pick one randomly.&lt;br /&gt;
* Contrary to what you may have read elsewhere, it is not possible to alter how fine a laser will be, as in, of how many segments it will consist.&lt;br /&gt;
* The noise-value does not affect the area in which damage will be applied. The damage area only depends on starting point, ending point and the laser&#039;s width.&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Setting a &amp;quot;Render FX&amp;quot; makes no change whatsoever.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_fog&amp;diff=375</id>
		<title>Env fog</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_fog&amp;diff=375"/>
		<updated>2019-01-28T03:38:20Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Entity which creates a fog effect within a specific area around it. Fog, unfortunately, will only show to players who have it enabled in their options.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Fog color (RGB)|rendercolor|The color of the fog.}}&lt;br /&gt;
{{Entity_keyvalue|Start distance|iuser2|Distance, in units, at which the fog starts to be visible. This needs to be greater than zero.}}&lt;br /&gt;
{{Entity_keyvalue|End distance|iuser3|Distance, in units, at which the fog appears opaque. This needs to be greater than the start distance.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start off|The env_fog entity will start disabled and needs to be triggered in order for fog to show.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Fog works only for OpenGL graphics mode.&lt;br /&gt;
* Entities with &#039;Render mode&#039; set to other than &#039;Normal&#039; (including sprites) are not affected by env_fog.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_fade&amp;diff=374</id>
		<title>Env fade</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_fade&amp;diff=374"/>
		<updated>2019-01-28T03:37:29Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Point entity which, when triggered, causes the players&#039; screens to have an in- or out-fading color to be drawn over them. It&#039;s possible to create static screen color modulation by retriggering this entity in a loop.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Duration|duration|Time, in seconds, the effect will fade in/out.}}&lt;br /&gt;
{{Entity_keyvalue|Hold fade|holdtime|Time, in seconds, the fully faded-in/not yet faded-out state will stay.}}&lt;br /&gt;
{{Entity_keyvalue|Fade alpha|renderamt|Set how transparent/opaque the effect is at its peak (Hold fade). 0 means transparent. 255 means opaque.}}&lt;br /&gt;
{{Entity_keyvalue|Fade color|rendercolor|The color to use.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Fade from|If set, instead of fading to the color specified, the screen will fade out from it, meaning the color will apply suddenly. Good for a flashbang effect.}}&lt;br /&gt;
{{Entity_flag|2|Modulate|If set, instead of drawing the color layer over the screen, the color you set will be used as a color filter. E.g., when you set the color to pure green, any red and blue will be removed from the player&#039;s screen.}}&lt;br /&gt;
{{Entity_flag|4|Activator only|If set, only the player who activated this entity will be affected by it}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Sum of &amp;quot;duration&amp;quot; and &amp;quot;hold time&amp;quot; time can be maximum ~18 seconds long, then env_fade ends. Trigger it multiple times to keep it for longer time, use more than one env_fade if you need first one for color transition, and second one for still target color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_blood&amp;diff=373</id>
		<title>Env blood</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_blood&amp;diff=373"/>
		<updated>2019-01-28T03:36:16Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Point entity which, when triggered, creates a blood splash at its origin, which can cause blood decals on nearby walls, ceiling and floor.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Blood color|color|Choose from one of two exciting colors.}}&lt;br /&gt;
{{Entity_keyvalue|Amount of blood|amount|Greater amount causes the decal to be more likely to appear, more blood to appear and the blood to fly faster. Above 255, blood won&#039;t fly faster anymore. Basically, greater values simulate greater damage.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Random direction|If set, instead of the direction set by the env_blood&#039;s angles, a random direction will be used into which the blood splash will splatter.}}&lt;br /&gt;
{{Entity_flag|2|Blood stream|Instead of a mere blood splash, a blood stream from multiple particles will fly through the air. Basically, this means more blood.}}&lt;br /&gt;
{{Entity_flag|4|On player|If set, the blood splash will be created somewhere at the activating player&#039;s head.}}&lt;br /&gt;
{{Entity_flag|8|Spray decals|If set, blood will appear on a nearby wall, ceiling or floor.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* If &#039;Move to position&#039; is set to &#039;Instantaneous&#039; and you have an action animation set, the monster may freeze up and no longer react.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_beverage&amp;diff=372</id>
		<title>Env beverage</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_beverage&amp;diff=372"/>
		<updated>2019-01-28T03:34:53Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Spawns you a delicious Coca-Cola when triggered. No, I am not shitting you there.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Capacity|health|Set how many beverages can be spawned here. You cannot set this to be infinite, though you can set this to a large value.}}&lt;br /&gt;
{{Entity_keyvalue|Beverage type|skin|Choose from one of six delicious flavours, or get a random one! This sets which submodel to use and may only affect the appearance of the beverage.}}&lt;br /&gt;
{{Entity_keyvalue|Custom model|model|Allows you to provide your own beverage model, though, technically you may provide anything here. You can access the various submodels through beverage type.}}&lt;br /&gt;
{{Entity_keyvalue|Health for pickup|weapons|Set how many health points will be recovered when using the beverage.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* This entity was used to create the usable vending machines in the Half-Life single player.&lt;br /&gt;
* Triggering this while a beverage is still in the env_beverage&#039;s location causes nothing to happen. Spawn must be clear of beverages.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Env_beam&amp;diff=371</id>
		<title>Env beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Env_beam&amp;diff=371"/>
		<updated>2019-01-28T03:33:13Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Corrected conversion issues. Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The env_beam entity is used to create a bolt between two entities.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Start entity|LightningStart|Entity at which the beam starts. If this and the end entity are not set, the env_beam entity will cast a random bolt hitting a solid surface in the specified radius around itself. This is not guaranteed to work unless there are solid faces in every direction from the env_beam entity within the specified radius.}}&lt;br /&gt;
{{Entity_keyvalue|End entity|LightningEnd|Entity at which the beam ends. If this is not set, the env_beam entity will cast a random bolt hitting a solid surface in the specified radius the start entity. This is not guaranteed to work unless there are solid faces in every direction from the start entity within the specified radius.}}&lt;br /&gt;
{{Entity_keyvalue|Brightness|renderamt|Set how bright/visible/transparent the beam shall be on a scale from &#039;0&#039; (invisible) to &#039;255&#039; (very bright).}}&lt;br /&gt;
{{Entity_keyvalue|Beam color|rendercolor|Set the beam&#039;s color. Note that, because of bolts being rendered additively, darker colors mean greater transparency.}}&lt;br /&gt;
{{Entity_keyvalue|Radius|Radius|Maximum distance from the start entity or env_beam, depending on how you have set it up, to the destination of a random strike. Note that this kind of random strike has nothing to do with the flag &#039;Random strike&#039;, which only affects the timing.}}&lt;br /&gt;
{{Entity_keyvalue|Life|life|Time, in seconds, the beam/bolt will be visible after being triggered. A value of &#039;0&#039; makes it last forever.}}&lt;br /&gt;
{{Entity_keyvalue|Width of beam|BoltWidth|Set the width of the bolt-/beam-texture in inches * 0.25. Note that one unit in Valve Hammer Editor equals one inch and the beam texture you are using possibly has entirely transparent sides, so the beam may appear a bit thinner than expected.}}&lt;br /&gt;
{{Entity_keyvalue|Amount of noise|NoiseAmplitude|Set how much the bolt shivers on a scale from 0 (not at all) to 255 (very much).}}&lt;br /&gt;
{{Entity_keyvalue|Sprite name|texture|Set the sprite to use to display the bolt. Path starts in mod-folder.}}&lt;br /&gt;
{{Entity_keyvalue|Texture scroll rate|TextureScroll|The texture of the beam is not supposed to be displayed statically. Setting a texture scroll rate gives a visual effect of an actual, moving electric current. The value you set here specifies how often the texture will scroll for the length of its own height per second.}}&lt;br /&gt;
{{Entity_keyvalue|Frames per 10 seconds|framerate|Set how often the bolt texture should be updated within ten seconds. Now correctly supported.}}&lt;br /&gt;
{{Entity_keyvalue|Starting frame|framestart|Set the number of the frame of the sprite to start animating at. This is rarely ever useful, e.g. when you have two identical beams next to each other and need them to look slightly different. Setting &#039;0&#039; here is safe.}}&lt;br /&gt;
{{Entity_keyvalue|Strike again time|StrikeTime|Time, in seconds, the env_beam entity will be idle after a bolt has run out, before creating the next one, when the &#039;Toggle&#039;-flag is set. Negative values allow you to have the next beam fire before the current one runs out. However, setting a negative value that causes the next beam to be created the instant a beam is created causes an infinite amount of beams to be created, eventually causing overflows.}}&lt;br /&gt;
{{Entity_keyvalue|Damage / second|damage|Average damage per second for beams with infinite lifetime. Damage in the moment of creation for temporary beams.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start on|Causes the beam to be activated from map load onwards. Only makes sense in combination with the &#039;Toggle&#039;-flag below.}}&lt;br /&gt;
{{Entity_flag|2|Toggle|Causes the env_beam entity to be toggleable instead of causing just one temporary beam when triggered.}}&lt;br /&gt;
{{Entity_flag|4|Random strike|If the &#039;Toggle&#039;-flag is set along with this, this causes the env_beam&#039;s delay till striking again to be a random number between zero and the &#039;Strike again time&#039;-value you specified.}}&lt;br /&gt;
{{Entity_flag|8|Ring|Set it to form a circled beam which uses start and end point as the ring&#039;s intersection points, with the ring&#039;s center being in the middle between them. This requires start and end entity to be brush entities. Use of two func_trains with origin brushes is encouraged, as that is seen in the Half-Life single player! The ring always aligns itself to lie on the horizon of either of the two points looking at the other in respect to the z-axis.}}&lt;br /&gt;
{{Entity_flag|16|Start sparks|If set, sparks will be emitted at the start entity.}}&lt;br /&gt;
{{Entity_flag|32|End sparks|If set, sparks will be emitted at the end entity.}}&lt;br /&gt;
{{Entity_flag|64|Decal end|If set, a bullet hole decal will be created whenever the beam hits a surface.}}&lt;br /&gt;
{{Entity_flag|128|Shade start|If set, the beam will fade invisible towards the start point.}}&lt;br /&gt;
{{Entity_flag|256|Shade end|If set, the beam will fade invisible towards the end point.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* In case multiple entities match the name specified under start- and/or end-entity, the env_beam entity will pick one randomly each for every beam created.&lt;br /&gt;
* Of the &#039;Shade start&#039;- and &#039;Shade end&#039;-flag, you may select one or neither. Using both makes only one function.&lt;br /&gt;
* Ring-beams cannot have &#039;Shade start&#039; nor &#039;Shade end&#039; by design.&lt;br /&gt;
* Contrary to what you may have read elsewhere, it is not possible to alter how fine a beam will be, as in, of how many segments it will consist.&lt;br /&gt;
* The noise-value does not affect the area in which damage will be applied. The damage area only depends on startpoint, endpoint and beam-width.&lt;br /&gt;
* When turning off a toggleable env_beam entity, its bolts will remain active until they run out of the specified lifetime, unless they are infinite. When reactivated, the next new beam will be created immediately, regardless of when the last one was created.&lt;br /&gt;
* Setting &amp;quot;Sprite name&amp;quot; to &#039;sprite_01.spr&#039; with moderate &amp;quot;Amount of Noise&amp;quot; makes it look like magical (but not too pretty) fairy.&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Ring-beams with infinite lifetime do not react to getting triggered off.&lt;br /&gt;
* If the &#039;Ring&#039;-flag is set, damage will be applied as if the beam still was linear. (Only on a line between start and end point)&lt;br /&gt;
* Non-moving ring-beams with infinite lifetime occasionally disappear for specific clients completely. Set a lifetime of e.g. one second and a &#039;Strike again time&#039;-value of &#039;0&#039; to encounter this issue.&lt;br /&gt;
* Ring-beams always apply damage as if they were temporary beams. (In moment of creation)&lt;br /&gt;
* Beams with limited lifetime cannot have &#039;Shade start&#039; nor &#039;Shade end&#039;.&lt;br /&gt;
* Non-toggleable env_beams act as toggleable env_beams do, except that they can never be turned off again.&lt;br /&gt;
* Setting a Render FX makes no change whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.10 Steam Release: Now supports framerate key.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Cycler_wreckage&amp;diff=370</id>
		<title>Cycler wreckage</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Cycler_wreckage&amp;diff=370"/>
		<updated>2019-01-28T03:27:35Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The cycler_wreckage entity emits smoke and shows a custom sprite when triggered.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Frames per second|framerate|Set the sprite&#039;s framerate in Hertz. Only makes sense for animated sprites.}}&lt;br /&gt;
{{Entity_keyvalue|Sprite name|model|Specify a valid sprite-file to display here. Path starts from within the modification&#039;s folder.}}&lt;br /&gt;
{{Entity_keyvalue|Scale|scale|Set the sprite&#039;s y- and x-scale.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|32|Toggle|Makes this entity toggleable instead of emitting just one smoke puff whenever it is triggered.}}&lt;br /&gt;
{{Entity_flag|64|Start on|If set along with the &#039;Toggle&#039;-flag, cycler_wreckage will be consecutively emitting smoke from the start of the map onwards.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Sprites are barely visible under emitted smoke.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Button_target&amp;diff=369</id>
		<title>Button target</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Button_target&amp;diff=369"/>
		<updated>2019-01-28T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A brush entity, which, in its essence, acts like a [[func_button]], except that it has been designed specifically for triggering only when damaged unless set up otherwise. The damage it receives does not matter. Entity sends &#039;On&#039; and &#039;Off&#039; outputs alternately.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Use Type|use_type|Set the use-type with which the button will fire its targets. Default is &#039;Toggle&#039;.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Use activates|If set, the button_target can also be activated by a player using it. This is enabled by default!}}&lt;br /&gt;
{{Entity_flag|2|Start on|If set, the button_target will send first output as &#039;Off&#039;, the second activation will be &#039;On&#039; and next one &#039;Off&#039; again etc. Leave it empty to make first signal send on activation as &#039;On&#039;, second one &#039;Off&#039; etc.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.11: Added &#039;Use Type&#039; keyvalue.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Ambient_generic&amp;diff=368</id>
		<title>Ambient generic</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Ambient_generic&amp;diff=368"/>
		<updated>2019-01-28T03:25:04Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This entity is used to play sound-files. They can be looping or not. You can use this to play music as well.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Sound file|message|Name of the sound file to play. Supported formats are: AIFF, ASF, DLS, FLAC, IT, M3U, MID, MOD, MP2, MP3, OGG, S3M, VAG, WAV, WMA, XM. Hammer will only let you select WAV-files, but other formats do work as they are fully supported by the game&#039;s sound engine. Type the path in manually in that case. File Path starts in the &#039;sound&#039;-folder, example: &#039;mymap/soundfile.ogg&#039;.}}&lt;br /&gt;
{{Entity_keyvalue|Volume|health|Set how loud the sound shall be in a range from 0 (not audible) to 10 (normal). Note that this is linear, while the human hearing sense is logarithmic. That means, 10 people talking sound two times as loud as one person talking. 100 people talking sound three times as loud as one person talking. So, a value of &#039;1&#039; will make the sound sound only half as loud as a value of &#039;10&#039; would. A value of &#039;0.1&#039; would make it a third as loud as a value of &#039;10&#039; would. So, if you want your sound to actually be quiet, you are likely to set a value below 1.0.}}&lt;br /&gt;
{{Entity_keyvalue|Play mode|playmode|This is the new way of setting whether a sound will loop or not. If a value other than &#039;Default&#039; is selected, the &#039;Unlooped/Cyclic&#039;-flag will be ignored and this option will be referenced to instead. You can also enable linear rolloff with this option, to allow you to setup your own radius. Note that linear rolloff isn&#039;t true to how sound works in real life, so it might sound/feel odd.}}&lt;br /&gt;
{{Entity_keyvalue|Dynamic presets|presets|Allows you to specify a dynamic preset to enhance the sound. You should probably experiment with these to find something that sounds good, if you don&#039;t want to stick with the default.}}&lt;br /&gt;
{{Entity_keyvalue|Start volume|volstart|Start volume for fade-in; between 0.0 and 10.0.}}&lt;br /&gt;
{{Entity_keyvalue|Fade in time|fadein|Time, in seconds, till the sound will reach &amp;quot;Volume&amp;quot;-value after being triggered on, starting from &amp;quot;Start volume&amp;quot;-value.}}&lt;br /&gt;
{{Entity_keyvalue|Fade out time|fadeout|Time, in seconds, till the sound will have faded out completely after being triggered off.}}&lt;br /&gt;
{{Entity_keyvalue|Pitch|pitch|Sound playback speed, in per-cent.}}&lt;br /&gt;
{{Entity_keyvalue|Start pitch|pitchstart|Initial sound playback speed, in per-cent. Changes towards &amp;quot;Pitch&amp;quot; within fade in time.}}&lt;br /&gt;
{{Entity_keyvalue|Spin up time (0-100)|spinup|Time, in seconds, over which a spinup sound-effect (consecutive fade-ins) shall be applied as the sound starts playing.}}&lt;br /&gt;
{{Entity_keyvalue|Spin down time (0-100)|spindown|Time, in seconds, over which a spindown sound-effect (consecutive fade-outs) shall be applied as the sound is turned off.}}&lt;br /&gt;
{{Entity_keyvalue|LFO type|lfotype|Allows you to set up a low frequency oscillator to modify volume and/or pitch over time, as the sound plays.}}&lt;br /&gt;
{{Entity_keyvalue|LFO rate (0-1000)|lforate|Rate, in Hertz, at which the LFO oscillates. You&#039;ll usually want to put low values like 0.3.}}&lt;br /&gt;
{{Entity_keyvalue|LFO mod pitch (0-100)|lfomodpitch|Set how much the LFO shall affect the sound&#039;s pitch.}}&lt;br /&gt;
{{Entity_keyvalue|LDO mod vol (0-100)|lfomodrate|Set how much the LFO shall affect the sound&#039;s volume.}}&lt;br /&gt;
{{Entity_keyvalue|Refresh rate|refreshrate|Set the delay between LFO-effects-application to the playing sound, in seconds. The default is 0.2 seconds. 0.0 makes the LFO-effect smooth, while greater values can cause it to sound choppy.}}&lt;br /&gt;
{{Entity_keyvalue|Incremental spinup count|cspinup|Set how many consecutive fade-ins/fade-outs shall be applied to spin-up and spin-down sound-effect.}}&lt;br /&gt;
{{Entity_keyvalue|Linear minimum radius|linearmin|When you set the play mode to use linear rolloff, the value set here will be used as the minimum sound radius, meaning the sound will be heard at full volume within this radius around the ambient_generic. You may only choose one of these preset values, as the volume curves need to be precalculated for performance reasons.}}&lt;br /&gt;
{{Entity_keyvalue|Linear maximum radius|linearmax|When you set the play mode to use linear rolloff, the value set here will be used as the maximum sound radius, meaning the sound cannot be heard outside of this radius around the ambient_generic. You may only choose one of these preset values, as the volume curves need to be precalculated for performance reasons.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Play everywhere|The sound will play everywhere.}}&lt;br /&gt;
{{Entity_flag|2|Small radius|Big sound radius.}}&lt;br /&gt;
{{Entity_flag|4|Medium radius|Huge sound radius.}}&lt;br /&gt;
{{Entity_flag|8|Large radius|Extra-huge sound radius.}}&lt;br /&gt;
{{Entity_flag|16|Start silent|If set, this sound will start off. Only makes sense for looped sounds. This is usually left unchecked for ambient looping sounds, however only with other than default play mode. See notes for more info.}}&lt;br /&gt;
{{Entity_flag|32|Unlooped/Cyclic|The sound will play once when triggered. If triggered while playing, the sound will stop and restart immediately.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Looped sounds that starts enabled (&amp;quot;Start silent&amp;quot; flag unchecked) should use other than default play mode (preferably Linear/Looped) or they need to be triggered by [[trigger_auto]] after short delay (e.g. one second) with &amp;quot;Start silent&amp;quot; flag selected. This is because ambient_generics with default play mode are not correctly processed at map start, and works only after triggered.&lt;br /&gt;
* If no sound radius is set, &#039;Medium radius&#039; is used as a default. You should set only one sound radius, or &#039;Play everywhere&#039;.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Aiscripted_sequence&amp;diff=367</id>
		<title>Aiscripted sequence</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Aiscripted_sequence&amp;diff=367"/>
		<updated>2019-01-28T03:23:40Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as [[scripted_sequence]], except that this always overrides the AI and never allows any interruptions. See scripted_sequence.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|AI finish schedule|m_iFinishSchedule|Allows you to have the monster&#039;s AI schedule change to &#039;Ambush&#039; when the sequence is done, which means that the monster will be in an attentive state and encounter enemies more actively.}}&lt;br /&gt;
{{Entity_keyvalue|Target monster|m_iszEntity|Name of the monster which shall do the sequence. When referencing multiple monsters, only one will react. If you want to make use of the search radius, you can also set a monster classname here. Click HERE for the list of monsters classnames.}}&lt;br /&gt;
{{Entity_keyvalue|Action animation|m_iszPlay|Name of the animation to play when the monster arrives at the scripted_sequence&#039;s location. Animation names and animations vary between monsters. A model viewer like Jed&#039;s Half-Life Model Viewer allows you to look at the animations of a Half-Life model file. The action animation is optional.}}&lt;br /&gt;
{{Entity_keyvalue|Search radius|m_flRadius|Radius, in units, in which to search for a valid target monster. This will only work if you specified a monster classname for &#039;Target monster&#039;.}}&lt;br /&gt;
{{Entity_keyvalue|Repeat rate|m_flRepeat|Delay, in milliseconds, between checks for whether a valid target monster is within search radius or not. Set this to a large value if not used, as the game even does the check when the &#039;Search radius&#039; is zero. Setting zero here means that it will check every server frame.}}&lt;br /&gt;
{{Entity_keyvalue|Move to position|m_fMoveTo|Here, you can set in which manner the monster will move to the scripted_sequence, or to not have it move there at all. &#039;Turn to face&#039;, as all other options besides &#039;No&#039;, means that the monster will end the sequence with looking in the same direction as the scripted_sequence, followed by the action animation. (You may change the scripted_sequence&#039;s yaw) &#039;Instantaneous&#039; means, that the monster will be teleported to the scripted_sequence&#039;s position instantly.}}&lt;br /&gt;
{{Entity_keyvalue|Move to radius|moveto_radius|When the monster hits the supplied radius around the script, it&#039;ll stop moving and start its sequence. Useful when the area around the scripted_sequence is hard to navigate or you want your monster to stop in a distance from the scripted_sequence no matter from which direction the monster comes.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|4|Repeatable|The scripted_sequence won&#039;t be removed after finishing, allowing to use it again.}}&lt;br /&gt;
{{Entity_flag|8|Leave Corpse|If the action animation is a death animation, causing the monster to die, the corpse will not fade out.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* If &#039;Move to position&#039; is set to &#039;Instantaneous&#039; and you have an action animation set, the monster may freeze up and no longer react.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_tank&amp;diff=366</id>
		<title>Func tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_tank&amp;diff=366"/>
		<updated>2019-01-28T03:21:27Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The func_tank is used to represent a mounted cannon which can be controlled by players as well as monsters, if allowed. For either to be able to use this, it must be hooked up to a single [[func_tankcontrols]] entity. If you want func_tank to be controllable by player, you need to specify a name of func_tank and use func_tankcontrols entity in addition of this entity. Automatic turret needs &amp;quot;Active&amp;quot; flag enabled.&lt;br /&gt;
Entity requires origin brush tied to barrel, so it can rotate around it.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|(Team) Master|master|Currently unsupported.}}&lt;br /&gt;
{{Entity_keyvalue|Target|target|Entity to fire each shot. You might want to use it in combination with ambient_generic to produce shooting sound.}}&lt;br /&gt;
{{Entity_keyvalue|Yaw Rate|yawrate|How fast the barrel rotates horizontally, in degrees per seconds.}}&lt;br /&gt;
{{Entity_keyvalue|Yaw Range|yawrange|The range, in degrees, of the barrel horizontal rotation in each side- left and right. This value is doubled for the whole barrel range e.g. when it&#039;s set to 90, the barrel can rotate left by 90 degrees and right by 90 degrees, what gives the total of 180.}}&lt;br /&gt;
{{Entity_keyvalue|Yaw Tolerance|yawtolerance|Seems to not affecting entity.}}&lt;br /&gt;
{{Entity_keyvalue|Pitch Rate|pitchrate|Vertical barrel rotating speed, in degrees per seconds.}}&lt;br /&gt;
{{Entity_keyvalue|Pitch Range|pitchrange|Vertical range of the barrel rotation, up and down. This value is doubled for the whole barrel range e.g. when it&#039;s set to 10, the barrel can rotate up by 10 degrees and down by 10 degrees, what gives the total of 20.}}&lt;br /&gt;
{{Entity_keyvalue|Pitch Tolerance|pitchtolerance|Seems to not affecting entity.}}&lt;br /&gt;
{{Entity_keyvalue|Barrel Length|barrel|Determines where bullets comes from. Distance is counted from origin brush to barrel end.}}&lt;br /&gt;
{{Entity_keyvalue|Barrel Horizontal|barrely|Horizontal (x axis) distance between center of the barrel and the origin&#039;s center.}}&lt;br /&gt;
{{Entity_keyvalue|Barrel Vertical|barrelz|Vertical (z axis) distance between center of the barrel and the origin&#039;s center.}}&lt;br /&gt;
{{Entity_keyvalue|Smoke Sprite|spritesmoke|Name of the sprite to show whenever bullet is shoot. Starts with &#039;sprites/&#039; folder.}}&lt;br /&gt;
{{Entity_keyvalue|Flash Sprite|spriteflash|Name of the sprite to show as a muzzle flash of the barrel. Starts with &#039;sprites/&#039; folder.}}&lt;br /&gt;
{{Entity_keyvalue|Sprite Scale|spritescale|Scale of smoke and flash sprites.}}&lt;br /&gt;
{{Entity_keyvalue|Rotate Sound|rotatesound|Sound file to play in a loop while barrel is rotating.}}&lt;br /&gt;
{{Entity_keyvalue|Rate of Fire|firerate|Number of bullets per second.}}&lt;br /&gt;
{{Entity_keyvalue|Damage Per Bullet|bullet_damage|Damage to deal each shot.}}&lt;br /&gt;
{{Entity_keyvalue|Firing Persistence|persistence|How many seconds this entity will continue shooting after losing player from field of view. Works only for automatic turrets.}}&lt;br /&gt;
{{Entity_keyvalue|Bullet Accuracy|firespread|Allows to customize bullet spreading, from perfect shot to Star Wars Stormtrooper accuracy.}}&lt;br /&gt;
{{Entity_keyvalue|Minimum target range|minRange|Minimum view distance to shoot target, used for automatic turrets only.}}&lt;br /&gt;
{{Entity_keyvalue|Maximum target range|maxRange|Maximum view distance to shoot target, used for automatic turrets only. However values above 2048 doesn&#039;t work.}}&lt;br /&gt;
{{Entity_keyvalue|Bullets|bullet|Bullets visual appearance type.}}&lt;br /&gt;
&lt;br /&gt;
And Several relation flags you can use to control func_tank classification. Needs &amp;quot;Use Relation&amp;quot; flag enabled.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Active|Makes this func_tank active on start, which means it will try to kill every enemies in it&#039;s view distance.}}&lt;br /&gt;
{{Entity_flag|16|Only Direct|If selected, the automatic func_tank will fire it&#039;s target only when they are in it&#039;s line of sight.}}&lt;br /&gt;
{{Entity_flag|32|Controllable|If selected, player can control this turret. Keep in mind that func_tankcontrols is required for this.}}&lt;br /&gt;
{{Entity_flag|512|Use Relations|Enables usage of relation keyvalues (which is very glitched though).}}&lt;br /&gt;
{{Entity_flag|1024|Player can&#039;t fire|Prevent player from shooting (player might still control the tank).}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Turret can be both controllable and automatic- attacks player until he gets control over this func_tank.&lt;br /&gt;
* Entity must be facing east at x/y view of the editor, the angle of barrel must be customized with &#039;Yaw&#039; compass in object properties.&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Max range of all func_tank entities cannot be set to higher that 2048.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Player can&#039;t fire&#039; flag.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_rotating&amp;diff=365</id>
		<title>Func rotating</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_rotating&amp;diff=365"/>
		<updated>2019-01-28T03:17:16Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A brush entity, which rotates constantly. Can be disabled and enabled, at which it may accelerate/decelerate. Requires origin brush around which entity rotates.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Rotation speed|speed|Rotation speed in degrees per second. E.g., &#039;360&#039; would make it do one whole turn per second, regardless of its size.}}&lt;br /&gt;
{{Entity_keyvalue|Volume|volume|Set the volume of the sound emitted by the func_rotating. Volume value ranges from 0 to 10.}}&lt;br /&gt;
{{Entity_keyvalue|Friction|fanfriction|Set the friction to be used when the &#039;Acc/Dcc&#039;-flag is set. Ranges from 0 to 100. Avoid 0 and 100. Theoretically, greater friction means longer spin-up time and shorter spin-down time. However, in game, greater friction means faster spin-up time and faster spin-down time.}}&lt;br /&gt;
{{Entity_keyvalue|Fan sounds|sounds|Set the sound to be played while the func_rotating is activated.}}&lt;br /&gt;
{{Entity_keyvalue|WAV name|message|Allows you to specify a custom rotation-sound.}}&lt;br /&gt;
{{Entity_keyvalue|Obey Trigger Mode|m_iObeyTriggerMode|Originally, func_door would not interpret use-types &amp;quot;Off&amp;quot; and &amp;quot;On&amp;quot; as &amp;quot;Toggle&amp;quot;. This keyvalue allows you to use &amp;quot;On&amp;quot; to open the door and &amp;quot;Off&amp;quot; to close the door. You can also set this to have the door react to &amp;quot;On&amp;quot;- and &amp;quot;Off&amp;quot;-triggering while it is moving, and go closing when it is currently opening and vice versa.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Set the amount of damage to inflict on the object blocking the func_rotation&#039;s rotation.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start on|If set, this func_rotating starts enabled.}}&lt;br /&gt;
{{Entity_flag|2|Reverse direction|If set, this inverts the rotation direction.}}&lt;br /&gt;
{{Entity_flag|4|X-axis|If set, this will rotate around the x-axis.}}&lt;br /&gt;
{{Entity_flag|8|Y-axis|If set, this will rotate around the y-axis.}}&lt;br /&gt;
{{Entity_flag|16|Acc/Dcc|If set, the func_rotating will smoothly accelerate and decelerate when turned on/off, based on the friction value.}}&lt;br /&gt;
{{Entity_flag|32|Fan pain|If set, the func_rotating will inflict damage when touched, instead of only when blocked by something.}}&lt;br /&gt;
{{Entity_flag|64|Not solid|Removes solidity from this func_rotating, making it harmless.}}&lt;br /&gt;
{{Entity_flag|128|Small radius|Small sound radius. Can be combined for &#039;Medium radius&#039; and &#039;Large radius&#039;.}}&lt;br /&gt;
{{Entity_flag|256|Medium radius|Medium sound radius. Can be combined for &#039;Small radius&#039; and &#039;Large radius&#039;.}}&lt;br /&gt;
{{Entity_flag|512|Large radius|Large sound radius. Can be combined for &#039;Small radius&#039; and &#039;Medium radius&#039;.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Func_rotating won&#039;t react to frequent triggering properly. It might stay in whatever state it is when triggered consecutively.&lt;br /&gt;
* The entity might start to behave unexpectedly after many rotations. You can fix this by taking its angles modulo 360.0 using a [[trigger_copyvalue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_rot_button&amp;diff=364</id>
		<title>Func rot button</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_rot_button&amp;diff=364"/>
		<updated>2019-01-28T03:15:06Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Corrected conversion issues. Formatting, typos, links etc. Collapsible keyvalues template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A brush entity, which can be triggered by the player by issuing his &#039;Use&#039;-command on it while standing next to it and looking at it. &lt;br /&gt;
This is a rotating variant of the [[func_button]] which can be used to create rotating interactable objects like levers or valves. &lt;br /&gt;
The origin brush is required for this entity, around which func_rot_button rotates.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target|target|The func_rot_button triggers its target when used or triggered by another entity. You can add &#039;killtarget&#039; manually.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound|locked_sound|Sound to play if the button is pressed while locked.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound|unlocked_sound|Sound to play if the button is pressed while not locked.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to be heard if the button is pressed while locked. It is spoken with the voice of Half-Life&#039;s Black Mesa announcer.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence|unlocked_sentence|Sentence to be heard if the button is pressed while not locked. It is spoken with the voice of Half-Life&#039;s Black Mesa announcer.}}&lt;br /&gt;
{{Entity_keyvalue|ChangeTarget Name|changetarget|Non-functional keyvalue. If specified, it supposed to change this func_rot_button&#039;s target&#039;s &amp;quot;Target&amp;quot; field to the name specified in &amp;quot;ChangeTarget Name&amp;quot; of this func_rot_button.}}&lt;br /&gt;
{{Entity_keyvalue|Master|master|Allows you to specify the name of a multisource entity to lock/unlock this button.}}&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Speed at which the button rotates (around z axis by default) when pressed, unless &#039;Don&#039;t move&#039; is set. The button rotates counter-clockwise.}}&lt;br /&gt;
{{Entity_keyvalue|Health (shootable if &amp;amp;gt;0)|health|If you enter here value higher than 0, the button becomes shootable only, and can be activated when it&#039;s out of health.}}&lt;br /&gt;
{{Entity_keyvalue|Sounds|sounds|The set of sounds for this button to use whenever it&#039;s pressed/locked e.t.c.}}&lt;br /&gt;
{{Entity_keyvalue|Delay before reset|wait|When the button is pressed, it will remain in its pressed state for this amount of time. This also affects any toggleable textures on it. If set to &#039;-1&#039;, the button can be pressed only once, and will then remain in its pressed state forever. If a multisource entity is among the func_rot_button&#039;s targets, that multisource entity will recognize the button&#039;s input to be active only for this amount of time.}}&lt;br /&gt;
{{Entity_keyvalue|Distance (deg)|distance|How many degrees the button rotates around it&#039;s origin axis (z axis by default). Can be negative.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Override|noise|Custom sound, that overrides default sound from &amp;quot;Sounds&amp;quot; list to play when the button is pressed. It will play when the button is locked, too.}}&lt;br /&gt;
{{Entity_keyvalue|Use Type|use_type|Set the use-type with which the button will fire its targets. Default is &#039;Toggle&#039;.}}&lt;br /&gt;
&lt;br /&gt;
{{Entity_item_inventory_keyvalues}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Not solid|Turns solidity of this entity off.}}&lt;br /&gt;
{{Entity_flag|2|Reverse Dir|Reverses the direction of rotation. Only makes sense when &amp;quot;One-way&amp;quot; is selected. The same effect is given by making &amp;quot;Distance&amp;quot; value negative.}}&lt;br /&gt;
{{Entity_flag|32|Toggle|If set, this func_rot_button will ignore its delay before reset and be toggleable instead, switching between the texture states whenever pressed, if such a texture is assigned on one of its faces. The delay before reset still needs to be greater than zero in order for this to work, though.}}&lt;br /&gt;
{{Entity_flag|64|X-axis|If set, this will rotate around the x-axis.}}&lt;br /&gt;
{{Entity_flag|128|Y-axis|If set, this will rotate around the y-axis.}}&lt;br /&gt;
{{Entity_flag|256|Touch activates|If set, this func_rot_button can be activated by touching it. This disables activating per use-key.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Inventory Rules&#039;, &#039;Sound Override&#039;, &#039;Locked Sound Override&#039;, &#039;Unlocked Sound Override&#039;, &#039;Locked Sentence Override&#039; and &#039;Unlocked Sentence Override&#039; keyvalues.&lt;br /&gt;
* 5.11: Added &#039;Use Type&#039; keyvalue.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_recharge&amp;diff=363</id>
		<title>Func recharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_recharge&amp;diff=363"/>
		<updated>2019-01-28T03:06:57Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The func_recharge is a visible, solid entity which can be used just as a [[func_button]] can and will refill 15 armor points per second while using it. Multiple players can use it at the same time, but the AP restored per second is distributed equally among them. Armor chargers refill themselves 15 seconds after being emptied.&lt;br /&gt;
&lt;br /&gt;
CVars: &amp;lt;code&amp;gt;sk_suitcharger&amp;lt;/code&amp;gt; (Default: 100): Sets how many armor points suit chargers store.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_recharge sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Juice Amount|CustomJuice|Custom charges (max armor) amount. &#039;0&#039; for default.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Recharge Time|CustomRechargeTime|Time, in seconds, for entity to replenish it&#039;s charges. &#039;0&#039; for default.}}&lt;br /&gt;
{{Entity_keyvalue|Trigger On Empty|TriggerOnEmpty|Entity to fire when charges are fully consumed.}}&lt;br /&gt;
{{Entity_keyvalue|Trigger on Recharged|TriggerOnRecharged|Entity to fire when entity recharge itself.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Denied Sound|CustomDeniedSound|Custom sound file override to play when charger holds no more charges, but player is still attempting to drain more.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Start Sound|CustomStartSound|Custom sound file override to play when player starts using this entity.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Loop Sound|CustomLoopSound|Sound file to play (in a loop) when charging is in progress, just after &amp;quot;Custom Start Sound&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Custom Juice Amount&#039;, &#039;Custom Recharge Time&#039;, &#039;Trigger On Empty&#039;, &#039;Trigger on Recharged&#039;, &#039;Custom Denied Sound&#039;, &#039;Custom Start Sound&#039;, &#039;Custom Loop Sound&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_pushable&amp;diff=362</id>
		<title>Func pushable</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_pushable&amp;diff=362"/>
		<updated>2019-01-28T03:04:01Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Corrected conversion issues. Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Similar to [[func_breakable]], but this entity can also be pushed and carried by players.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Classification|classify|Classification of this entity. If specified, enemies of this class will attack this entity.}}&lt;br /&gt;
{{Entity_keyvalue|Target on break|target|The func_breakable triggers its target when it breaks.}}&lt;br /&gt;
{{Entity_keyvalue|Strength|health|Set how many hitpoints the func_breakable has.}}&lt;br /&gt;
{{Entity_keyvalue|Material type|material|Choose the material which matches what your func_breakable is supposed to be the most. The material type affects the func_breakable&#039;s sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. If the material is set to &#039;Unbreakable glass&#039;, the func_breakable is, regardless of how funny that is, in fact, unbreakable.}}&lt;br /&gt;
{{Entity_keyvalue|Instant break weapon|weapon|Allows you to specify an instant-break weapon other than the crowbar. Requires &amp;quot;1-Hit Break&amp;quot; flag selected.}}&lt;br /&gt;
{{Entity_keyvalue|Gibs direction and velocity|explosion|Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on func_breakables destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.}}&lt;br /&gt;
{{Entity_keyvalue|Delay before fire|delay|Delay between the func_breakable breaking and it actually firing its target. If the &#039;Touch&#039;-flag is set, the func_breakable will break in the same moment in which it fires its target.}}&lt;br /&gt;
{{Entity_keyvalue|Gib model|gibmodel|Custom model of broken entity parts. Models with multiple &#039;Submodels&#039; uses all of sub-models for gibs.}}&lt;br /&gt;
{{Entity_keyvalue|Spawn on break|spawnobject|If the func_breakable is broken, the specified item will drop. It does not respawn after collected.}}&lt;br /&gt;
{{Entity_keyvalue|Explode magnitude &amp;lt;nowiki&amp;gt;(0=none)&amp;lt;/nowiki&amp;gt;|explodemagnitude|If greater than zero, the func_breakable will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.}}&lt;br /&gt;
{{Entity_keyvalue|Sound replacement file|soundlist|Allows you to setup a sound replacement file for the func_breakables sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Friction (0-400)|friction|Friction of func_pushable, higher values makes it harder to move. Set it to 400 or values near to 400 to make it unmovable by pushing it (still func_pushable can be easily moved by using it and pressing left/right).}}&lt;br /&gt;
{{Entity_keyvalue|Buoyancy|buoyancy|How well this entity will float in liquid.}}&lt;br /&gt;
{{Entity_keyvalue|Max Hull size|maxhullsize|Obsolete.}}&lt;br /&gt;
{{Entity_keyvalue|Min Hull size|minhullsize|Obsolete.}}&lt;br /&gt;
{{Entity_keyvalue|HUD Info name|displayname|Name you will see on the in-game HUD when looking at this entity. Requires &amp;quot;Show HUD Info&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|8|Repairable|Players can repair this entity with the wrench.}}&lt;br /&gt;
{{Entity_flag|16|Monsters Ignore?|Monsters will ignore this entity.}}&lt;br /&gt;
{{Entity_flag|32|Show HUD Info|Whether or not to show the name and health of this entity when looking at it in-game.}}&lt;br /&gt;
{{Entity_flag|128|Breakable|Can be broken.}}&lt;br /&gt;
{{Entity_flag|256|1-Hit Break|Can be broken in one hit by the weapon set in &amp;quot;Instant Break Weapon&amp;quot;.}}&lt;br /&gt;
{{Entity_flag|512|Explosives Only|Can only be broken with explosives.}}&lt;br /&gt;
{{Entity_flag|1024|Liftable|Players can lift this entity off of the ground. It&#039;s recommended to not using this feature, it&#039;s heavily bugged.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Liftable pushables shake when being held (and fly away when let go of).&lt;br /&gt;
* Stacking liftable pushables on each other breaks them, making them fly infinitely up when attempting to be lifted again.&lt;br /&gt;
* Pushables tend to get stuck in or go through complex geometry. Try to keep the area around this entity as square as possible.&lt;br /&gt;
* Hull Size key is obsolete.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_platrot&amp;diff=361</id>
		<title>Func platrot</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_platrot&amp;diff=361"/>
		<updated>2019-01-28T02:58:22Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Same as [[func_plat]], but it also rotates with customizable rotation speed. Vertically moving elevator that moves up automatically when player step on it. It is also automatically called when player wait for it at the top of the whole travel altitude. This entity requires origin brush tied to it.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Move Sound|movesnd|Sound that is played while the platform is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Loops?|movesnd_loop|Sets if Move Sound should be looped during brush movement until it stops.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound|stopsnd|Sound which is played once as the train stops moving.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Volume|volume|Self-explanatory.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_plat sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start|fireonopening|Entity to trigger when platform starts opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start Trigger State|fireonopening_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start|fireonclosing|Entity to trigger when platform starts closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start Trigger State|fireonclosing_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End|fireonopened|Entity to trigger when platform ends opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End Trigger State|fireonopened_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End|fireonclosed|Entity to trigger when platform end closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End Trigger State|fireoncloed_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Damage to deal when entity is blocked.}}&lt;br /&gt;
{{Entity_keyvalue|Speed of rotation|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|Travel altitude|height|How many units func_plat travels up to the top. It CAN&#039;T be negative, the FGD lies!}}&lt;br /&gt;
{{Entity_keyvalue|Spin amount|rotation|Total amount of degrees this entity spins from it&#039;s starting to ending position.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Override|noise|Custom sound file that is playing when entity is moving. Overrides default &amp;quot;Move Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound Override|noise1|Custom sound file to play when the entity ends movement. Overrides default &amp;quot;Stop Sound&amp;quot; sound.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Toggle|If selected, the lift is no more automatically called from top and activated by stepping on it. It required trigger to do so.}}&lt;br /&gt;
{{Entity_flag|64|X Axis|Enable this to make platform rotate around x axis instead of z axis.}}&lt;br /&gt;
{{Entity_flag|128|Y Axis|Enable this to make platform rotate around y axis instead of z axis.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Damage inflicted when blocked&#039;, &#039;Move Sound Override&#039; and &#039;Stop Sound Override&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_plat&amp;diff=360</id>
		<title>Func plat</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_plat&amp;diff=360"/>
		<updated>2019-01-28T02:55:58Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vertically moving elevator that moves up automatically when player step on it. It is also automatically called when player wait for it at the top of the whole travel altitude.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Move Sound|movesnd|Sound that is played while platform is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Loops?|movesnd_loop|Sets if Move Sound should be looped during brush movement until it stops.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound|stopsnd|Sound which is played once as the train stops moving.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Volume|volume|Self-explanatory.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_plat sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start|fireonopening|Entity to trigger when platform starts opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start Trigger State|fireonopening_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start|fireonclosing|Entity to trigger when platform starts closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start Trigger State|fireonclosing_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End|fireonopened|Entity to trigger when platform ends opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End Trigger State|fireonopened_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End|fireonclosed|Entity to trigger when platform end closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End Trigger State|fireoncloed_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Damage to deal when entity is blocked.}}&lt;br /&gt;
{{Entity_keyvalue|Travel altitude|height|How many units func_plat travels up to the top. It can be set to negative only if &amp;quot;toggle&amp;quot; flag is selected.}}&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Override|noise|Custom sound file that is playing when entity is moving. Overrides default &amp;quot;Move Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound Override|noise1|Custom sound file to play when the entity ends movement. Overrides default &amp;quot;Stop Sound&amp;quot; sound.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Toggle|If selected, the lift is no more automatically called from top and activated by stepping on it. It required trigger to do so.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Inventory Rules&#039;, &#039;Damage inflicted when blocked&#039;, &#039;Move Sound Override&#039; and &#039;Stop Sound Override&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_pendulum&amp;diff=359</id>
		<title>Func pendulum</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_pendulum&amp;diff=359"/>
		<updated>2019-01-28T02:54:07Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Similar to [[func_rotating]], this entity simulates a pendulum, using the center of an origin brush tied to it as rotation point.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Speed of rotation in a moment of full swing speed. Remember that pendulum smooth it&#039;s movement while changing direction. Also the speed is gradually decreased when &amp;quot;Damping&amp;quot; keyvalue is set.}}&lt;br /&gt;
{{Entity_keyvalue|Distance (deg)|distance|Distance in which pendulum is swinging (counter clockwise). It rotates around z axis by default (if either &amp;quot;X Axis&amp;quot; and &amp;quot;Y Axis&amp;quot; flags are not selected). Remember that starting position of func_pendulum is not it&#039;s rotation center. The pendulum will rotate the whole distance e.g. if it&#039;s positioned horizontally, and distance is set to 90, func_pendulum will rotate itself from starting horizontal position to ending vertical position.}}&lt;br /&gt;
{{Entity_keyvalue|Damping (0-1000)|damp|If set, the pendulum will slows itself gradually when activated, until it completely stops. Higher values makes pendulum stops quicker. Values like 600, 700 gives only several seconds for pendulum to stop. I you need realistic pendulum deceleration, you should be satisfied with values like 10, 20 or 30. Precise mathematical mechanics behind &amp;quot;Damping&amp;quot; are unknown.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Amount of damage to deal to entities that are blocking it. Only makes sense when &amp;quot;Passable&amp;quot; flag is not selected.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start ON|Entity is enabled on start. If &amp;quot;Damping&amp;quot; is specified, it will gradually decelerates at map start.}}&lt;br /&gt;
{{Entity_flag|8|Passable|Disables collision of func_pendulum.}}&lt;br /&gt;
{{Entity_flag|16|Auto Return|If selected, the pendulum returns to it&#039;s starting position when triggered. By default, it&#039;s stops at position where it has been triggered. Whenever this flag is selected or no, func_pendulum is toggleable entity.}}&lt;br /&gt;
{{Entity_flag|64|X Axis|If selected, the pendulum will rotate around X axis. Can be combined with &amp;quot;Y Axis&amp;quot;. If either this flag and &amp;quot;Y Axis&amp;quot; are not selected, the pendulum rotates around z axis.}}&lt;br /&gt;
{{Entity_flag|128|Y Axis|If selected, the pendulum will rotate around Y axis. Can be combined with &amp;quot;X Axis&amp;quot;. If either this flag and &amp;quot;Y Axis&amp;quot; are not selected, the pendulum rotates around z axis.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* Triggering func_pendulum without &amp;quot;Auto Return&amp;quot; flag may break it&#039;s rotation range.&lt;br /&gt;
* Func_pendulum is a little glitchy. Move distance might be increased, decreased or relocated by unknown reasons.&lt;br /&gt;
* Func_pendulum won&#039;t react to frequent triggering properly. It might stay in whatever state it is when triggered consecutively.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_op4mortarcontroller&amp;diff=358</id>
		<title>Func op4mortarcontroller</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_op4mortarcontroller&amp;diff=358"/>
		<updated>2019-01-28T02:51:10Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A button to control an [[op4mortar]] with the &#039;Can control&#039;-flag set. Holding your &#039;Use&#039;-key on this button makes the target op4mortar either rotate on its horizontal or vertical axis (depending on your setup) in a direction at 40 degrees per second and change the rotation direction when the rotation limit for that direction has been reached. (Pitch always ranges from 0 to 90 degrees). Using this controller consecutively gives more control over the op4mortar&#039;s angle as it will rotate slower. When not using the controller for a half second, the direction into which it will make the op4mortar turn the next time you use the func_op4mortarcontroller is reversed for convenience, so players don&#039;t have to turn the op4mortar all the way to its rotation limit in order to adjust into the other direction.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target|target|Name of an op4mortar entity to control. If bad value specified, the game crashes.}}&lt;br /&gt;
{{Entity_keyvalue|Axis|mortar_axis|Set which axis of the targeted op4mortar to control. &#039;Vertical&#039; axis refers to Yaw (left and right). &#039;Horizontal&#039; refers to Pitch (up and down).}}&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_mortar_field&amp;diff=357</id>
		<title>Func mortar field</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_mortar_field&amp;diff=357"/>
		<updated>2019-01-28T02:46:24Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Corrected conversion issues. Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This entity serves as a spawnzone for mortars, which cause a sound effect, shortly followed by an explosion on the ground straight below where they were spawned. This entity can be hooked up to [[momentary_rot_button|momentary_rot_buttons]] or [[func_rot_button|func_rot_buttons]] to do aimed mortar strikes.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Spread Radius|m_flSpread|Mortars spreading radius, bombs will spawn randomly within specified radius.}}&lt;br /&gt;
{{Entity_keyvalue|Repeat Count|m_iCount|Amount of mortars to spawn each airstrike call.}}&lt;br /&gt;
{{Entity_keyvalue|Targeting|m_fControl|Controls area of airstrike. &#039;Random&#039; makes mortars spawn randomly within volume of func_mortar_field. &#039;Activator&#039; option simply force mortars to strike at &#039;!activator&#039; (activator of the script) e.g. when player pushed a button which fires func_mortar_field, and the &#039;Activator&#039; option is selected, the mortars spawns above the player. Note that bombs will be called at &#039;!activator&#039; location in a moment of firing func_mortar_field, what means the &#039;!activator&#039; have a time to escape from within airstrike area. Another think about &#039;Activator&#039; option is that &#039;!activator&#039; location is not important- the bombs will strike &#039;!activator&#039; even if it&#039;s out of volume of the func_mortar_field- the location, placement and size of this entity does not matter. &#039;Table&#039; variant can be seen in Half Life single player campaign- Gordon controls the airstrike area by two momentary button, first button controls X position of mortarts, and the second button controls it&#039;s Y position. This option enables &amp;quot;X Controller&amp;quot; and &amp;quot;Y Controller&amp;quot; keyvalues. When func_mortar_field is triggered, the entity picks percentage of X and Y position (from left/top to right/bottom) of func_rot_buttons hooked to it, and converts those to X and Y sizes of this entity volume, e.g. when the left/right momentary button (X Controller) is in the far left side, and the top/bottom momentary button (Y Controlled) &lt;br /&gt;
is in the center of the whole movement distance, the airstrike will be called at 0% X and 50% Y position of func_mortar_field.}}&lt;br /&gt;
{{Entity_keyvalue|X Controller|m_iszXController|The name of momentary_rot_button or func_rot_button to control X coordinates of mortar spawnpoint. Requires &#039;Table&#039; value &lt;br /&gt;
in &amp;quot;Targetting&amp;quot; key (see above).}}&lt;br /&gt;
{{Entity_keyvalue|Y Controller|m_iszYController|The name of momentary_rot_button or func_rot_button to control Y coordinates of mortar spawnpoint. Requires &#039;Table&#039; value &lt;br /&gt;
in &amp;quot;Targetting&amp;quot; key (see above).}}&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_ladder&amp;diff=356</id>
		<title>Func ladder</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_ladder&amp;diff=356"/>
		<updated>2019-01-28T02:38:02Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Invisible brush-entity which allows players to climb on its surface on touch. Player won&#039;t stop using the ladder unless jumping off or moving away from the ladder&#039;s surface sideways. Ladders on ceilings works as well. Sloped ladders produce dissatisfactory results and should not be used. Touching a ladder while falling will nullify the player&#039;s velocity and safe him from falling damage. Usually used in combination with a [[func_illusionary]] with ladder-textures for the visual counterpart.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_illusionary&amp;diff=355</id>
		<title>Func illusionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_illusionary&amp;diff=355"/>
		<updated>2019-01-28T02:36:02Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Essentially an entirely non-solid [[func_wall]].&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Contents|skin|It&#039;s used to change the &#039;contents&#039; of this brush (e.g. volumetric light makes it behave as water when entities going though it). You don&#039;t really need to use this.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|2|Use angles|If set, the func_illusionary will use its angles.}}&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_healthcharger&amp;diff=354</id>
		<title>Func healthcharger</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_healthcharger&amp;diff=354"/>
		<updated>2019-01-28T02:35:07Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The func_healthcharger is a visible, solid entity which can be used just as a [[func_button]] can, and will refill 15 health points per second while using it. Multiple players can use it at the same time, but the HP restored per second is distributed equally among them. Health chargers refill themselves 30 seconds after being emptied.&lt;br /&gt;
&lt;br /&gt;
CVars: &amp;lt;code&amp;gt;sk_healthcharger&amp;lt;/code&amp;gt; (Default: 80): Sets how many health points health chargers store.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file func_healthcharge sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Juice Amount|CustomJuice|Custom charges (max armor) amount. &#039;0&#039; for default.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Recharge Time|CustomRechargeTime|Time, in seconds, for entity to replenish it&#039;s charges. &#039;0&#039; for default.}}&lt;br /&gt;
{{Entity_keyvalue|Trigger On Empty|TriggerOnEmpty|Entity to fire when charges are fully consumed.}}&lt;br /&gt;
{{Entity_keyvalue|Trigger on Recharged|TriggerOnRecharged|Entity to fire when entity recharge itself.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Denied Sound|CustomDeniedSound|Custom sound file override to play when charger holds no more charges, but player is still attempting to drain more.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Start Sound|CustomStartSound|Custom sound file override to play when player starts using this entity.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Loop Sound|CustomLoopSound|Sound file to play (in a loop) when charging is in progress, just after &amp;quot;Custom Start Sound&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The medkit will refill once the player has recharged his health to his maximum health; the healthcharger still needs to have health remaining for that to work.&lt;br /&gt;
* Charging the medkit won&#039;t drain the healthcharger.&lt;br /&gt;
* Health Charger supports to have a name (even if it is not listed in object properties). You can set it by adding &amp;quot;targetname&amp;quot; key with SmartEdit mode disabled. Now entity can be killed and triggered to heal an activator by one point.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Custom Juice Amount&#039;, &#039;Custom Recharge Time&#039;, &#039;Trigger On Empty&#039;, &#039;Trigger on Recharged&#039;, &#039;Custom Denied Sound&#039;, &#039;Custom Start Sound&#039;, &#039;Custom Loop Sound&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_guntarget&amp;diff=353</id>
		<title>Func guntarget</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_guntarget&amp;diff=353"/>
		<updated>2019-01-28T02:30:12Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Func_guntarget is a [[func_train]] able to fire it&#039;s target once, on receiving specified amount of damage. It need to be turned on (to make &lt;br /&gt;
it move) in order to take a damage. Once it&#039;s gets activated it won&#039;t stop it&#039;s movement unless &amp;quot;killed&amp;quot;. This entity cannot be stopped by triggering it nor reactivated. It is used in the Half-Life training course as gun target, hence the name.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|First stop target|target|The name of the first path_corner (where the train starts). Train is teleported to this position on map start, no matter where it&#039;s placed.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on damage|message|Entity to trigger when func_guntarget receive a specified in &amp;quot;Damage to Take&amp;quot; amount of damage.}}&lt;br /&gt;
{{Entity_keyvalue|Damage to Take|health|Point of damage to take before guntarget trigger an entity typed in &amp;quot;Fire on damage&amp;quot;. Should be different than 0.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start On|If set, this func_guntarget starts enabled.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* When moving, func_guntarget can receive the damage like regular breakable entity, but when it stops, it behaves like regular func_train- some projectiles would bounce off out of it&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Equip Mode&#039; and &#039;Inventory Mode&#039; keyvalues.&lt;br /&gt;
* 5.09: Added missing &#039;Start On&#039; flag.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_group&amp;diff=352</id>
		<title>Func group</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_group&amp;diff=352"/>
		<updated>2019-01-28T02:27:31Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting, typos, links etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A func_group is made into solid world brushes upon map compilation. It only exists to be able to group objects in old versions of the [[Hammer editor]], when it was still called Worldcraft. Still, you can use func_group for Vluzacn&#039;s compile operations like editing cliphull.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=351</id>
		<title>Template:Entity collapsible keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=351"/>
		<updated>2019-01-28T02:25:36Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;{{{1|}}}&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin-left:25px&amp;quot;&amp;gt;&lt;br /&gt;
{{{2|}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_flag&amp;diff=350</id>
		<title>Template:Entity flag</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_flag&amp;diff=350"/>
		<updated>2019-01-28T02:24:49Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{1}}} : &#039;&#039;&#039;{{{2}}}&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:25px&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
{{{3}}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=349</id>
		<title>Template:Entity keyvalue</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=349"/>
		<updated>2019-01-28T02:23:47Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{{1}}}&#039;&#039;&#039; : &amp;lt;code&amp;gt;{{{2}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:25px&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
{{{3}}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=348</id>
		<title>Template:Entity keyvalue</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_keyvalue&amp;diff=348"/>
		<updated>2019-01-28T02:22:55Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{{1}}}&#039;&#039;&#039; : &amp;lt;code&amp;gt;{{{2}}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:30px&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
{{{3}}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_door_rotating&amp;diff=347</id>
		<title>Func door rotating</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_door_rotating&amp;diff=347"/>
		<updated>2019-01-28T02:16:13Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Corrected conversion issues. Formatting, typos, links etc. Collapsible keyvalues template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A func_door_rotating will rotate around a point determined by the center of an origin brush tied to it for a set amount of degrees and return after a specified amount of time. The logic behind its mechanics are identical to those of a [[func_door]].&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|Master|master|Put the name of a multisource entity to lock this door.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound|movesnd|Sound that is played while the door is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Loops?|movesnd_loop|Sets if Move Sound should be looped during brush movement until it stops.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound|stopsnd|Sound which is played once as the door stops moving.}}&lt;br /&gt;
{{Entity_keyvalue|Delay before close; -1 stay open|wait|Delay till the door will automatically close after having opened. Setting this to -1 makes the door never close again. When the door is toggleable, this is obsolete.}}&lt;br /&gt;
{{Entity_keyvalue|Lip|lip|Length in units to subtract from the precomputed movement-distance of the door. Negative values increase the movement-distance.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Damage to apply to whatever blocks the door.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on open (obsolete)|fireonopen|Target to trigger when the door finishes opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on close (obsolete)|netname|Target to trigger when the door finishes closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start|fireonopening|Entity to trigger when door starts opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start Trigger State|fireonopening_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start|fireonclosing|Entity to trigger when door starts closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start Trigger State|fireonclosing_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End|fireonopened|Entity to trigger when door ends opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End Trigger State|fireonopened_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End|fireonclosed|Entity to trigger when door end closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End Trigger State|fireoncloed_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Strength|health|It used to be damage amount for door to be opened. Now it&#039;s amount of health to take before they gets destroyed (when &amp;quot;Breakable&amp;quot; is set to &#039;Yes&#039;).}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the door but it&#039;s locked because it has a targetname or uses a multisource entity.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound|unlocked_sound|Another sound to play when the door is opened.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the door but it&#039;s locked because it has a targetname or uses a multisource entity. (Only works a few times, probably because it&#039;d be weird if the announcer was spamming all the time)}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence|unlocked_sentence|Sentence to play when the door is opened. (Only works a few times, probably because it&#039;d be weird if the announcer was spamming all the time)}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_door sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Who can open this|m_iOpenFlags|Specify who can open this door by touching/using it (if it has no targetname, or targetname is set to be ignored (see below)). If set to something other than default, this will cause the old spawnflags which are usually used to keep track of this to be ignored and causes the door to only orient using this setting instead.}}&lt;br /&gt;
{{Entity_keyvalue|Ignore Targetname|m_fIgnoreTargetname|Set whether the door should ignore its targetname or not. This is useful when you need to reference the func_door in another entity but still want the door to open on touch.}}&lt;br /&gt;
{{Entity_keyvalue|Obey Trigger Mode|m_iObeyTriggerMode|Originally, func_door would not interpret use-types &amp;quot;Off&amp;quot; and &amp;quot;On&amp;quot; as &amp;quot;Toggle&amp;quot;. This keyvalue allows you to use &amp;quot;On&amp;quot; to open the door and &amp;quot;Off&amp;quot; to close the door. You can also set this to have the door react to &amp;quot;On&amp;quot;- and &amp;quot;Off&amp;quot;-triggering while it is moving, and go closing when it is currently opening and vice versa.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Override|noise1|Custom sound file that is playing when entity is moving. Overrides default &amp;quot;Move Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound Override|noise2|Custom sound file to play when the entity ends movement. Overrides default &amp;quot;Stop Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Distance (deg)|distance|How many degrees the door rotates around it&#039;s axis. Can be negative.}}&lt;br /&gt;
&lt;br /&gt;
{{Entity_breakable_keyvalues}}&lt;br /&gt;
&lt;br /&gt;
{{Entity_item_inventory_keyvalues}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Starts Open|If set, the door will treat its predetermined open- and close-position as swapped, meaning it will start in its open position, but treat it as its closed position. This is useful when you want your door to start open and still receive proper lighting, or the node-graph to generate properly before closing the door manually (if it is a toggleable door).}}&lt;br /&gt;
{{Entity_flag|2|Reverse Dir|Reverses the direction of rotation. Only makes sense when &amp;quot;One-way&amp;quot; is selected. The same effect is given &lt;br /&gt;
&lt;br /&gt;
by making &amp;quot;Distance&amp;quot; value negative.}}&lt;br /&gt;
{{Entity_flag|4|Don&#039;t link|If set, this door won&#039;t synchronize its movement with identically named doors. This is useful when triggering many doors with different speeds or different movement-lengths by the same name. If not set, doors with the same name will adjust their individual speeds to open/close simultaneously, orienting at how the first related door the game engine finds would behave timing-wise.}}&lt;br /&gt;
{{Entity_flag|8|Passable|If set, the door is entirely non-solid. It also cannot be triggered on-touch anymore then.}}&lt;br /&gt;
{{Entity_flag|16|One-way|makes door rotates only in one direction (counter-clockwise when distance is positive).}}&lt;br /&gt;
{{Entity_flag|32|Toggle|If set, this door ignores its delay before closing; nonetheless, it must not be 0 then for some reason.}}&lt;br /&gt;
{{Entity_flag|64|X Axis|If selected, the door will rotate around X axis. Can be combined with &amp;quot;Y Axis&amp;quot;. If either this flag and &amp;quot;Y Axis&amp;quot; are not selected, the doors rotates around z axis (like normal doors).}}&lt;br /&gt;
{{Entity_flag|128|Y Axis|If selected, the door will rotate around Y axis. Can be combined with &amp;quot;X Axis&amp;quot;. If either this flag and &amp;quot;Y Axis&amp;quot; are not selected, the doors rotates around z axis (like normal doors).}}&lt;br /&gt;
{{Entity_flag|256|Use Only|If set, this door can be triggered by using it but not by touching it anymore. This does not outrule activation by triggering, though.}}&lt;br /&gt;
{{Entity_flag|512|Monsters Can&#039;t|If set, monsters cannot cause this door to move. They can, otherwise, even if it is a use-only- or trigger-only-door, so don&#039;t forget to set this when you need it!}}&lt;br /&gt;
{{Entity_flag|1024|No Link-Checking|If set, the door won&#039;t check for doors to link with, causing this door to not be considered for link-orientation by the game engine; it can still be caused to be linked by other func_doors.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Inventory Rules&#039;, &#039;Sound Override&#039;, &#039;Locked Sound Override&#039;, &#039;Unlocked Sound Override&#039;, &#039;Locked Sentence Override&#039;, &#039;Unlocked Sentence Override&#039;, &#039;Move Sound Override&#039; and &#039;Stop Sound Override&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=346</id>
		<title>Template:Entity collapsible keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=346"/>
		<updated>2019-01-28T02:08:32Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;{{{1|}}}&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
{{{2|}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=345</id>
		<title>Template:Entity item inventory keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=345"/>
		<updated>2019-01-28T02:07:06Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_collapsible_keyvalues|Item Inventory Rules|List of inventory-related keyvalues used with [[item_inventory]] entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s)|item_name_required|Item(s) (names separated by spaces) required to use this entity.&lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_breakable_keyvalues&amp;diff=344</id>
		<title>Template:Entity breakable keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_breakable_keyvalues&amp;diff=344"/>
		<updated>2019-01-28T02:06:43Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_collapsible_keyvalues|Breakable Keyvalues|{{Entity_keyvalue|Breakable|breakable|If set to &#039;Yes&#039;, the entity will be breakable, just like [[func_breakable]] entity. All breakable keyvalues are functional when this key is set to &#039;Yes&#039;:}}&lt;br /&gt;
{{Entity_keyvalue|Strength|health|Set how many hit points this entity has.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on break|target|The entity triggers its target when it breaks.}}&lt;br /&gt;
{{Entity_keyvalue|Material type|material|Choose the material which matches what your entity is supposed to be the most. The material type affects the entity&#039;s sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. &lt;br /&gt;
If the material is set to &#039;Unbreakable glass&#039;, the entity is, regardless of how funny that is, in fact, unbreakable.}}&lt;br /&gt;
{{Entity_keyvalue|Instant break|instantbreak|If set to &#039;Yes&#039;, this entity will break instantly if hit with a crowbar.}}&lt;br /&gt;
{{Entity_keyvalue|Instant break weapon|weapon|Allows you to specify an instant-break weapon other than the crowbar.}}&lt;br /&gt;
{{Entity_keyvalue|Gibs direction and velocity|explosion|Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on entities destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.}}&lt;br /&gt;
{{Entity_keyvalue|Gib model|gibmodel|Custom model of broken entity parts. Models with multiple &#039;Submodels&#039; uses all of sub-models for gibs.}}&lt;br /&gt;
{{Entity_keyvalue|Explode Magnitude &amp;lt;nowiki&amp;gt;(0=none)&amp;lt;/nowiki&amp;gt;|explodemagnitude|If greater than zero, the entity will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.}}&lt;br /&gt;
{{Entity_keyvalue|HUD info name|displayname|If &amp;quot;Show HUD Info&amp;quot; is set to &#039;Yes&#039;, this is a name of entity to display on-screen when player is looking at this entity.}}&lt;br /&gt;
{{Entity_keyvalue|Only Trigger|onlytrigger|Set it to &#039;Yes&#039; to make entity breakable only via triggering it.}}&lt;br /&gt;
{{Entity_keyvalue|Break on Trigger|breakontrigger|Set it to &#039;Yes&#039; to make entity breakable via trigger. It is not a duplicate of keyvalue above.}}&lt;br /&gt;
{{Entity_keyvalue|Repairable|repairable|If set to &#039;Yes&#039;, this entity can be repaired by using weapon_pipewrench on it.}}&lt;br /&gt;
{{Entity_keyvalue|Show HUD info|showhudinfo|If set to &#039;Yes&#039;, the HUD information (name, health e.t.c.) are shown.}}&lt;br /&gt;
{{Entity_keyvalue|Immune to Clients|immunetoclients|Players can&#039;t deal a damage to this entity when this option is set to &#039;Yes&#039;.}}&lt;br /&gt;
{{Entity_keyvalue|Explosives Only|explosivesonly|If set to &#039;Yes&#039;, this entity can be damaged by explosives only.}}&lt;br /&gt;
{{Entity_keyvalue|Classification|classify|Classification of this entity. If specified, enemies of this class will attack this entity.}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_door&amp;diff=343</id>
		<title>Func door</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_door&amp;diff=343"/>
		<updated>2019-01-28T02:03:54Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Now uses Entity_breakable_keyvalues template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Simple entity for objects moving in a straight line. Mostly used for plain sliding doors. Func_doors are triggered on touch, unless they have a name, in which&#039;s case they require to be triggered manually. The movement-direction is set by the angles keyvalue. The distance traveled is computed by the extents of the door&#039;s hull into the set direction. If your door is 64 units in width (X-axis) and set to move east, it will move 64 units east when triggered. If your door is 96 units in length (Y-axis) and set to move north, it will move 96 units north. If your angle is not a multiple of 90, it gets weird and complicated; couldn&#039;t figure out what&#039;s the maths behind that. When the door is blocked while moving, it will apply its damage and, by default, move back into the position it came from and idle without further action. An exception is when the door has already been opened and its movement is a result of automatic delayed closing; it will then attempt to close every time the delay runs out, till it closes without getting blocked. The door can be blocked multiple times as it moves forth/back, changing its direction and goal-position every time - also applying damage every time - till it reaches the goal-position.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Movement-speed in units per second.}}&lt;br /&gt;
{{Entity_keyvalue|Master|master|Put the name of a multisource entity to lock this door.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound|movesnd|Sound that is played while the door is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Loops?|movesnd_loop|Sets if Move Sound should be looped during brush movement until it stops.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound|stopsnd|Sound which is played once as the door stops moving.}}&lt;br /&gt;
{{Entity_keyvalue|Delay before close; -1 stay open|wait|Delay till the door will automatically close after having opened. Setting this to -1 makes the door never close again. When the door is toggleable, this is obsolete.}}&lt;br /&gt;
{{Entity_keyvalue|Lip|lip|Length in units to subtract from the precomputed movement-distance of the door. Negative values increase the movement-distance.}}&lt;br /&gt;
{{Entity_keyvalue|Damage inflicted when blocked|dmg|Damage to apply to whatever blocks the door.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on open (obsolete)|fireonopen|Target to trigger when the door finishes opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on close (obsolete)|netname|Target to trigger when the door finishes closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start|fireonopening|Entity to trigger when door starts opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open Start Trigger State|fireonopening_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start|fireonclosing|Entity to trigger when door starts closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close Start Trigger State|fireonclosing_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End|fireonopened|Entity to trigger when door ends opening.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Open End Trigger State|fireonopened_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End|fireonclosed|Entity to trigger when door end closing.}}&lt;br /&gt;
{{Entity_keyvalue|Fire On Close End Trigger State|fireoncloed_triggerstate|Set the use-type with which the entity specified above will be fired.}}&lt;br /&gt;
{{Entity_keyvalue|Strength|health|It used to be damage amount for door to be opened, it is not supported anymore. Now it&#039;s amount of damage to take before they gets destroyed (when &amp;quot;Breakable&amp;quot; is set to &#039;Yes&#039;).}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound|locked_sound|Sound to play when a player tries to open the door but it&#039;s locked because it has a targetname or uses a multisource entity.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound|unlocked_sound|Another sound to play when the door is opened.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to play when a player tries to open the door but it&#039;s locked because it has a targetname or uses a multisource entity. (Only works a few times, probably because it&#039;d be weird if the announcer was spamming all the time)}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence|unlocked_sentence|Sentence to play when the door is opened. (Only works a few times, probably because it&#039;d be weird if the announcer was spamming all the time)}}&lt;br /&gt;
{{Entity_keyvalue|Sound Replacement File|soundlist|Allows you to setup a sound replacement file for the func_door sounds. The path begins in &#039;svencoop/sound/mapname&#039;, whereas &#039;mapname&#039; would be your map&#039;s name. You can go to the parent directory using &#039;../&#039;. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using &#039;../&#039; in that case. These sounds do not need to be precached using a custom_precache point entity.}}&lt;br /&gt;
{{Entity_keyvalue|Who can open this|m_iOpenFlags|Specify who can open this door by touching/using it (if it has no targetname, or targetname is set to be ignored (see below)). If set to something other than default, this will cause the old spawnflags which are usually used to keep track of this to be ignored and causes the door to only orient using this setting instead.}}&lt;br /&gt;
{{Entity_keyvalue|Ignore Targetname|m_fIgnoreTargetname|Set whether the door should ignore its targetname or not. This is useful when you need to reference the func_door in another entity but still want the door to open on touch.}}&lt;br /&gt;
{{Entity_keyvalue|Obey Trigger Mode|m_iObeyTriggerMode|Originally, func_door would not interpret use-types &amp;quot;Off&amp;quot; and &amp;quot;On&amp;quot; as &amp;quot;Toggle&amp;quot;. This keyvalue allows you to use &amp;quot;On&amp;quot; to open the door and &amp;quot;Off&amp;quot; to close the door. You can also set this to have the door react to &amp;quot;On&amp;quot;- and &amp;quot;Off&amp;quot;-triggering while it is moving, and go closing when it is currently opening and vice versa.}}&lt;br /&gt;
{{Entity_keyvalue|Move Sound Override|noise1|Custom sound file that is playing when entity is moving. Overrides default &amp;quot;Move Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Sound Override|noise2|Custom sound file to play when the entity ends movement. Overrides default &amp;quot;Stop Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}}&lt;br /&gt;
&lt;br /&gt;
{{Entity_breakable_keyvalues}}&lt;br /&gt;
&lt;br /&gt;
{{Entity_item_inventory_keyvalues}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Starts Open|If set, the door will treat its predetermined open- and close-position as swapped, meaning it will start in its open position, but treat it as its closed position. This is useful when you want your door to start open and still receive proper lighting, or the node-graph to generate properly before closing the door manually (if it is a toggleable door).}}&lt;br /&gt;
{{Entity_flag|4|Don&#039;t link|If set, this door won&#039;t synchronize its movement with identically named doors. This is useful when triggering many doors with different speeds or different movement-lengths by the same name. If not set, doors with the same name will adjust their individual speeds to open/close simultaneously, orienting at how the first related door the game engine finds would behave timing-wise.}}&lt;br /&gt;
{{Entity_flag|8|Passable|If set, the door is entirely non-solid. It also cannot be triggered on-touch anymore then.}}&lt;br /&gt;
{{Entity_flag|32|Toggle|If set, this door ignores its delay before closing; nonetheless, it must not be 0 then for some reason.}}&lt;br /&gt;
{{Entity_flag|256|Use Only|If set, this door can be triggered by using it but not by touching it anymore. This does not outrule activation by triggering, though.}}&lt;br /&gt;
{{Entity_flag|512|Monsters Can&#039;t|If set, monsters cannot cause this door to move. They can, otherwise, even if it is a use-only- or trigger-only-door, so don&#039;t forget to set this when you need it!}}&lt;br /&gt;
{{Entity_flag|1024|No Link-Checking|If set, the door won&#039;t check for doors to link with, causing this door to not be considered for link-orientation by the game engine; it can still be caused to be linked by other func_doors.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* If the func_door kills something which blocked it, it will proceed instead of returning (behavior was changed to this in SC 4.5).&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Message if triggered&amp;quot;-keyvalue does nothing.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* 5.0 Steam Release: Added &#039;Inventory Rules&#039;, &#039;Sound Override&#039;, &#039;Locked Sound Override&#039;, &#039;Unlocked Sound Override&#039;, &#039;Locked Sentence Override&#039;, &#039;Unlocked Sentence Override&#039;, &#039;Move Sound Override&#039; and &#039;Stop Sound Override&#039; keyvalues.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_breakable_keyvalues&amp;diff=342</id>
		<title>Template:Entity breakable keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_breakable_keyvalues&amp;diff=342"/>
		<updated>2019-01-28T02:01:07Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Breakable keyvalues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_collapsible_keyvalues|Breakable Keyvalues|&lt;br /&gt;
{{Entity_keyvalue|Breakable|breakable|If set to &#039;Yes&#039;, the entity will be breakable, just like [[func_breakable]] entity. All breakable keyvalues are functional when this key is set to &#039;Yes&#039;:}}&lt;br /&gt;
{{Entity_keyvalue|Strength|health|Set how many hit points this entity has.}}&lt;br /&gt;
{{Entity_keyvalue|Fire on break|target|The entity triggers its target when it breaks.}}&lt;br /&gt;
{{Entity_keyvalue|Material type|material|Choose the material which matches what your entity is supposed to be the most. The material type affects the entity&#039;s sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. &lt;br /&gt;
If the material is set to &#039;Unbreakable glass&#039;, the entity is, regardless of how funny that is, in fact, unbreakable.}}&lt;br /&gt;
{{Entity_keyvalue|Instant break|instantbreak|If set to &#039;Yes&#039;, this entity will break instantly if hit with a crowbar.}}&lt;br /&gt;
{{Entity_keyvalue|Instant break weapon|weapon|Allows you to specify an instant-break weapon other than the crowbar.}}&lt;br /&gt;
{{Entity_keyvalue|Gibs direction and velocity|explosion|Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on entities destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.}}&lt;br /&gt;
{{Entity_keyvalue|Gib model|gibmodel|Custom model of broken entity parts. Models with multiple &#039;Submodels&#039; uses all of sub-models for gibs.}}&lt;br /&gt;
{{Entity_keyvalue|Explode Magnitude &amp;lt;nowiki&amp;gt;(0=none)&amp;lt;/nowiki&amp;gt;|explodemagnitude|If greater than zero, the entity will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.}}&lt;br /&gt;
{{Entity_keyvalue|HUD info name|displayname|If &amp;quot;Show HUD Info&amp;quot; is set to &#039;Yes&#039;, this is a name of entity to display on-screen when player is looking at this entity.}}&lt;br /&gt;
{{Entity_keyvalue|Only Trigger|onlytrigger|Set it to &#039;Yes&#039; to make entity breakable only via triggering it.}}&lt;br /&gt;
{{Entity_keyvalue|Break on Trigger|breakontrigger|Set it to &#039;Yes&#039; to make entity breakable via trigger. It is not a duplicate of keyvalue above.}}&lt;br /&gt;
{{Entity_keyvalue|Repairable|repairable|If set to &#039;Yes&#039;, this entity can be repaired by using weapon_pipewrench on it.}}&lt;br /&gt;
{{Entity_keyvalue|Show HUD info|showhudinfo|If set to &#039;Yes&#039;, the HUD information (name, health e.t.c.) are shown.}}&lt;br /&gt;
{{Entity_keyvalue|Immune to Clients|immunetoclients|Players can&#039;t deal a damage to this entity when this option is set to &#039;Yes&#039;.}}&lt;br /&gt;
{{Entity_keyvalue|Explosives Only|explosivesonly|If set to &#039;Yes&#039;, this entity can be damaged by explosives only.}}&lt;br /&gt;
{{Entity_keyvalue|Classification|classify|Classification of this entity. If specified, enemies of this class will attack this entity.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=341</id>
		<title>Template:Entity item inventory keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=341"/>
		<updated>2019-01-28T01:54:20Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Now uses the Entity_collapsible_keyvalues template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_collapsible_keyvalues|Item Inventory Rules|List of inventory-related keyvalues used with [[item_inventory]] entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s)|item_name_required|Item(s) (names separated by spaces) required to use this entity.&lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=340</id>
		<title>Template:Entity collapsible keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_collapsible_keyvalues&amp;diff=340"/>
		<updated>2019-01-28T01:52:57Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Template for collapsible entity keyvalues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;{{{1|}}}&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{{2|}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=339</id>
		<title>Template:Entity item inventory keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=339"/>
		<updated>2019-01-28T01:42:53Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Item Inventory Rules&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of inventory-related keyvalues used with [[item_inventory]] entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s)|item_name_required|Item(s) (names separated by spaces) required to use this entity.&lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=338</id>
		<title>Template:Entity item inventory keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=338"/>
		<updated>2019-01-28T01:36:49Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Undo revision 337 by GeckonCZ (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Item Inventory Rules&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s)|item_name_required|Item(s) (names separated by spaces) required to use this entity.&lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=337</id>
		<title>Template:Entity item inventory keyvalues</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Template:Entity_item_inventory_keyvalues&amp;diff=337"/>
		<updated>2019-01-28T01:32:54Z</updated>

		<summary type="html">&lt;p&gt;GeckonCZ: Style.&lt;/p&gt;
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&lt;div&gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;&#039;&#039;&#039;Item Inventory Rules&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s)|item_name_required|Item(s) (names separated by spaces) required to use this entity.&lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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