
QuakeActor Entities
-------------------
QuakeActor only has 2 custom entities: misc_actor and target_actor. These are described in full
below. The following information assumes you have a basic knowledge of creating Q2 maps and
fiddling around with entities. If you don't, there's shitloads of Q2 map editing tutorials
around. Go find one. To make things easier for you, I've included a replacement quake2.fgd for
Worldcraft users. This has the custom entities set up.

To create an actor, simply make a misc_actor wherever you want it. You'll need to set its
properties like name, model, weapon etc (see below). If you don't, they'll be randomized. If
you just want them to follow the player around, that's it. If you want them to follow a path,
you'll have to set up some target_actor entities around the place for them to follow (it's just
like setting up paths for monsters to follow). You'll also have to have some sort of trigger to
get the actor moving around the path.

misc_actor
----------
Properties:
targetname, target and angle are just like normal

message:	Actor's name
model:		Sets the actor's model e.g. "male" or "female" (see 'Creating Custom Actors' for
		more info)
health:		Actor health (default 100)
count:		Skin number to use. The male/female/cyborg skins are as follows:
			[male]		[female]	[cyborg]
		1:	Pointman	Lotus		ONI911
		2:	Howitzer	Athena		PS9000
		3:	Viper		Voodoo		TYR574
		4:	Sniper		Jungle		(none)
style:		Weapon. Can be set to 1 to 5, 8 or 9. The numbers refer to the default weapon
		keys in Q2 (1 = blaster, 2 = shotgun, etc)

Spawnflags:
2:	Trigger spawn: same as normal, won't appear until triggered
8: 	No VWep. Use this if you want the actor to use the standard weapon.md2 or if the model
	you are using has no VWEP models.
16:	Don't attack anything until first target_actor.

target_actor
------------
Properties:
targetname, target and angle are just like normal

message:	The actor will say this when it reaches this point.
wait:		How long to pause at this point.
pathtarget:	Target of any action taken at this point.
speed:		For jump - how fast actor thrown forward.
height:		For jump - how fast actor thrown up.

Spawnflags:
1:	Jump. Use "speed" and "height" to set how high and forward.
2:	Shoot. Will shoot and trigger (if possible) pathtarget.
4:	Attack pathtarget.
8:	Don't attack anything until next target_actor.
16:	Trigger pathtarget. Good for buttons etc.
32:	For attack - hold position
64:	For attack - be brutal (GIB! GIB! GIB!)

Creating Custom Actors
----------------------
I know this process seems stupid, but it's to overcome certain problems with the Q2 engine (ie
no custom skins unless a client).

You need to place a copy of the model you want in models/actor
This MUST correspond to the players/whatever folder name.
Then you need to have the models/actor/whatever.md2 point to whatever skins in needs in
players/whatever (You can do this is something like Quake Model Editor)
The players/whatever folder must also contain the following files (copy the wavs from the male
dir if the model doesn't have them):
-pain100_1.wav
-pain100_2.wav
-pain75_1.wav
-death1.wav
-death2.wav
-weapon.md2
If you want VWep, you will obviously need the appropriate .md2 files.

After that, you should be able to simply set "model" in misc_actor to whatever.
