/*QUAKED worldspawn (0 0 0) ? The building blocks of the model "name" name of the model "enginesound" engine sound loop (maps to sounds/engines/loop??.wav), default 0 */ /*QUAKED target_engine (1 0 0) (-8 -8 -8) (8 8 8) ? An engine exhaust attached to the model. In-game an exhaust plume will be rendered if the entities engines are running radius engine radius, default is 100 */ /*QUAKED target_cannon (0 0 1) (-8 -8 -8) (8 8 8) ? Provides the model with a cannon (not implemented) "model" name of the cannon model, default is none */ /*QUAKED target_turret (0.5 0.5 1) (-8 -8 -8) (8 8 8) ? Provides the model with a turret (not implemented) "model" name of the turret model, default is none */ /*QUAKED target_cockpit (0 1 0) (-8 -8 -8) (8 8 8) ? Location of the cockpit (not implemented) */ /*QUAKED light (1 1 1) (-8 -8 -8) (8 8 8) strobe entity An exterior light strobe make a strobe light (spawflag 1) entity light has entity color (spawflag 2) light light radius, default is 100 frequency strobe frequency, in flashes per second offset strobe offset, in seconds time strobe time fraction, 0 (always off) - 1 (always on) flare flare texture number (maps to bitmaps/fx/flare??.tga), default 0 */ /*QUAKED target_flare (1 1 1) (-8 -8 -8) (8 8 8) strobe entity A light flare strobe make a strobe flare (spawflag 1) entity flare has entity color (spawflag 2) radius flare radius, default is 100 frequency strobe frequency, in flashes per second offset strobe offset, in seconds time strobe time fraction, 0 (always off) - 1 (always on) flare flare number texture (maps to bitmaps/fx/flare??.tga), default 0 angle direction of the flare */