// Military Forces Quake3 entity definition file for Q3/GTKRadiant
// Written by Stephen "Abbo" Abbott on 29/07/2001


/*QUAKED func_runway (0 1 0) ?
A runway or helipad. The only brush (besides a sky shader) that won't kill aircraft
-------- KEYS --------
health : if greater than 0, the runway can be destroyed. The integer will be the brush's health
count : minimum damage required to do damage. Use to stop cannon destroying a runway ;). Default invincible
-------- NOTES --------
1. If destroyable: don't make a whole runway one func_runway, rather divide it into 5 or so segments - more realistic
2. Don't make runways more than 1 unit higher than the surrounding terrain, as tanks can't drive up higher than this
*/
//=============================================================================


/*QUAKED func_explosive (0 1 0) ?
Destroyable brush.
-------- KEYS --------
health : damage required to destroy it. Default 200
count : minimun damage required to do damage. Use to stop cannon destroying it ;). Default 50
team : "red" or "blue". Assigns building to team for teamplay
score : points (frags) gained when destroying enemy building, or lost when destroying friendly building (teamplay only)
-------- NOTES --------
1. If possible, don't make a whole building/whatever one func_explosive; it'll all be destroyed together. Think carefully about all the different ways your building can be destroyed (any part go blow up first)
2. Leave the team key blank for neutral buildings
*/
//=============================================================================


/*QUAKED trigger_recharge (0 1 0) ?
Trigger that rearms, repairs and refuels vehicles
-------- KEYS --------
None
-------- NOTES --------
1. Place it over a func_runway brush, as the vehicle needs to be stationary to activate the trigger
*/
//=============================================================================


/*QUAKED trigger_radio (0 1 0) ?
Player activated trigger (cmd contact_tower). Used for contacting towers, opening hanger dooes, activating catapults, etc
-------- KEYS --------
wait : delay before trigger (recommended for realism)
message : printed message/request, with the string "Tower: " in front of it
-------- NOTES --------
1. Point this to a func_door, or whatever a vehicle would need permission to trigger/activate
*/
//=============================================================================