moral | Only characters with an equal or lower moral will be affected by this brush. |
cast_group | Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy |
cast_group | Gang number -- 1 = friendly, 2+ = enemy |
cast_group | Gang number -- 1 = friendly, 2+ = enemy |
targetname | This entity's ID, used in 'guard_target' of the cast entity |
guard_radius | Max guarding radius (default=512) |
target | Door's ID |
pathtarget | path_corner_cast's ID to head for |
targetname | This entity's ID |
cast_group | Gang number that owns the territory -- 1 = friendly, 2+ = enemy |
angle | Points to the direction of the territory |
radius | Distance from brush before the player will be attacked (default=512) |
moral | Moral -- 1 to 7 = coward to psychotic, 0 = random |
target | Character's ID to be triggered |
cast_group | Gang number -- 1 = friendly, 2+ = enemy (default=2) |
target | Link to an info_null to set direction |
wait | Time spent listening to the radio |
speed | Time spent discussing the game afterwards |
delay | Time to wait between starting to listen to the radio |
killtarget | ID of the entity to delete when broken |
1 | TELEPORT | Entities targeting this point will instantly appear here. |
target | Next path_corner_cast's ID |
targetname | This path_corner_cast's ID |
killtarget | ID of the entity to delete when reached |
name | Sound to play when reached. |
pathtarget | Entity to trigger when an entity that has this path_corner targeted touches it |
combattarget | When the cast reaches this marker, they'll attack this target |
scriptname | Hard-coded script to call when reaching this marker |
wait | Wait (in seconds) |