*==============================================================*
* TeamFortress v2.7                             tfortmap.txt   *
*==============================================================*
Introduction
------------

NOTE: If you're interested in seeing what was added since version 2.1,
      I suggest you check out the "Summary of Changes" at the bottom
      of the file.

If you haven't read the readme.txt by now, please do.

This file contains details about making Maps specifically
for TeamFortress. You don't need to know these details to 
play the game, even on a TeamFortress Map.

Beware! This is not for the faint-hearted!

There are few maps on the WWW page that use these specs to
do interesting things. Don't forget you can simply view the 
.bsp file to look at the entities inside the map, so if
you want to see some examples of Goals, etc, I suggest you
look at those maps.

Oh, and some variables we use for the Goal entities are variables
used for completely different things for other entities. We did
this to preserve variable space.

Also, this document has been re-hashed so many times that it's
almost certain that I missed updating a bitfield number or 
something. If you see anything that looks wierd, or is 
contradicted somewhere else in the document, please tell me.

Finally, The TeamFortress Entity Editor is available on
the WWW page. It's a Windows program that creates goals, items, 
etc for you. I suggest you read these specs, and skip over
the Technical Info. Then, just use the Entity Editor to make 
your goals.
Reading the Technical Info is good, since it will give you a 
better understanding of Goal entities and their uses, but don't 
bother trying to remember it all.

Robin.

----------------------------------------------------------------------------
TeamFortressMap Specification
----------------------------------------------------------------------------
Apart from being a normal map, TeamFortress Maps 
have the following changes:

	Auto Detection
	Team SpawnPoints
	Armor 				 

	Goals
	GoalItems
	Timer Goals

If you are only interested in the changes made to the map specs
since the last version, to update your maps etc, then check
out the section entitled "Summary of Changes"

----------------------------------------------------------------------------
Notes about using existing Entities
----------------------------------------------------------------------------
In TeamFortress, we have an Observer mode, where players who haven't
chosen a class, or have run out of lives, are able to cycle through 
all the Intermission points to watch the action.
Because of this, make sure you have a few Intermission points at
interesting viewing locations around the map. If you don't have some
of these, Observers won't have much fun.

----------------------------------------------------------------------------
Auto Detection
----------------------------------------------------------------------------
TeamFortress maps will be automatically detected by the TeamFortress patch
if you put an entity in the map with a classname of "info_tfdetect".
This makes TeamFortress automatically turn on the FORTRESSMAP toggleflag,
and turn on teamplay.

Also, once the TeamFortress map has been detected, the patch will look
for any spawnpoints dedicated to teams (see below).
If it finds any, it will look for the highest team number that is used.
Once found, it will limit anybody attempting to join a team to that 
number.
At the moment, Maps are limited to a maximum of 4 teams.
E.g. If the highest team number used by a Team Spawnpoint is 3, then
	 the patch will only allow players to join teams 1, 2, and 3.


The detection entity can also do the following:
	- specify a version string in the "broadcast" variable.
	  This will be compared with the version string for the TeamFortress
	  patch. If the don't match, a warning will be displayed to the
	  player that their patch and the map are incompatible.
	  The version string is in the format as follows:
		TeamFortress v2.1
	  The string is case sensitive, so make sure you've got it right.
	  Don't put a \n on the end of it.

	- Set the state of the toggleflags when the map starts up. The
	  value of the toggleflags should be in the "impulse" variable.
          The bits for the toggleflags are:

    Bit 1 (1)   :   Off - ClasSkin              , On - Multiskin
    Bit 2 (2)   :   Off - ClassPersistence Off  , On - ClassPersistence On
    Bit 3 (4)   :   Off - CheatChecking Off     , On - CheatChecking On
    Bit 4 (8)   :   Off - FortressMap Off       , On - FortressMap On
    Bit 5 (16)  :   Off - RespawnDelay Off      , On - RespawnDelay (See below)
    Bit 6 (32)  :   Off - RespawnDelay Off      , On - RespawnDelay (See below)
    Bit 7 (64)  :   Off - AutoTeam Off          , On - AutoTeam On
	Bit 8 (128)	:	Off - Individual Frags		, On - Frags = TeamScore

        N.B. FortressMap will be set On automatically by the the
             Detection entity anyway, so just ignore that Bit.

		N.B. The RespawnDelay settings takes 2 bits. The value of both of
			 them determines the level of respawn delay, as follows:
				Bit 5  		Bit 6		Result
				 Off		 Off		No Respawn delays
				 On			 Off		5 Second respawn delay
				 Off		 On			10 Second respawn delay
				 On			 On			20 Second respawn delay

	- Specify a string which is then "localcmd"ed. This allows you
	  to automatically set gravity, friction, etc.
	  The string should be stored in the "message" variable.

	- Put a limit on the number of lives each player has. When a player
	  runs out of lives, they are stuck in observer mode for the rest
	  of the level.
	  Lives for each player depend on the setting for the team they
	  belong to. The number of lives players of each team be should
	  be specified in the following variables:
	  	Team 1	:	"ammo_shells"
	  	Team 2	:	"ammo_nails"
	  	Team 3	:	"ammo_rockets"
	  	Team 4	:	"ammo_cells"
	  If the value of any team is 0, then the players of that team get
	  infinite lives.

	- Specify any playerclass that is _not_ allowed on this map
	  for each particular team.
	  The bits of the four variables are used for this.
	  The variables are as follows:
	  	Team 1	:	"maxammo_shells"
	  	Team 2	:	"maxammo_nails"
	  	Team 3	:	"maxammo_rockets"
	  	Team 4	:	"maxammo_cells"
	  Also, the "playerclass" variable can be used to restrict classes
	  for all teams.
	  The bits for all the variables are as follows:
      	Bit 1 (1)	:   No Scout            
        Bit 2 (2)	:	No Sniper        
        Bit 3 (4)	:	No Soldier       
        Bit 4 (8)	:	No Demolitions Man
        Bit 5 (16)	:	No Combat Medic
        Bit 6 (32)	:	No Heavy Weapons Guy
        Bit 7 (64)	:	No Pyro
        Bit 8 (128)	:	No Random PlayerClass
		Bit 9 (256) :	No Spy
		Bit 10(512) :	No Engineer
	  E.g. If the "maxammo_nails" variable is set to 3, then players 
	       in Team 2 will be unable to play Scouts or Snipers.

	  Finally, if you want the Team to be a special team for a fancy
	  map, such as the President in President-Quake, then you can 
	  restrict the team to only play Civilian Class. Do this by setting
	  the team's variable to "-1".

Notes:
	When using the "message" variable to set do localcmd's, you
	can issue more than one command by seperating them with \n
	Make sure you end it with a \n too.
	E.g. The following changes the gravity and the friction.
		"message" "sv_gravity 200\nsv_friction .5\n"

----------------------------------------------------------------------------
Team Spawnpoints
----------------------------------------------------------------------------
There is now a new entity for Team Spawnpoints. Team Spawnpoints are used
to make players only spawn in points designated for their team. Use it
to make players spawn inside their own base/fortress.
The entity is called "info_player_teamspawn", and the "team_no" variable
sets the team_no that owns this spawnpoint.

Also, spawnpoints allow you to give any player the spawns from this
point a GoalItem. This is done using the following variables:
	"items"				:	Contains the ID of the GoalItem to give
	"message"			:	Message displayed to anyone who spawns on this
							point.

The "goal_activation" of the Spawnpoint determines how the above works:

	1	:	If set, then every player who spawns on this point
			will be given a copy of the GoalItem. Otherwise, only 
			the first player to spawn will be given it.
	2	:	If set, then every player who spawns on this point
			will have the "message" displayed to them. Otherwise, only 
			the first player to spawn will be see it.

Also, the "goal_effects" variable of the spawnpoint sets the re-use
behaviour of the spawnpoint. If it's 1, then the spawnpoint removes
itself after someone has spawned on it.


----------------------------------------------------------------------------
Armor
----------------------------------------------------------------------------
TeamFortress supports not only armor levels and absorption percentages the
same way Quake does: it also supports armor classes. E.g. Armor can be designed
to prevent particular attack types.
The Armor Types are as follows:

		Kevlar		:		Better protection against Bullets
		Wooden ;)	:		Better protection against Nails
		Blast		:		Better protection against Explosions
		Shock		:		Better protection against Electricity
		Ceramic		:		Better protection against Fire

To use these armor types, just create an armor entity on the map as usual,
and set it's "armorclass" variable. The "armorclass" is used as bitfields,
as follows:
      	Bit 1 (1)	:   Kevlar
        Bit 2 (2)	:	Wooden
        Bit 3 (4)	:	Blast
        Bit 4 (8)	:	Shock
        Bit 5 (16)	:	Ceramic

Any combination of armor is legal, but try not to have armor which
is too good.

----------------------------------------------------------------------------
Goal Summary / Terminology
----------------------------------------------------------------------------
Goals are the really fun things you can do with TeamFortressMaps.
A goal is simply an entity you place in a map. It is then handled
in the game based on the flags you give it. They're essentially
more complex triggers. I've kept all the code separate from 
the triggers tho, to allow us to toggle the use of them ingame.
The flags and variables set for a Goal allow us to create powerful
maps without changing the QuakeC code at all.
-----------
Goals 
-----------
Goals are always in one of the following states:

ACTIVE	:	The goal has been activated in some way. 
			It cannot be touched by a player.
			Active goals return to the INACTIVE state based on their
			result criteria, or when they're forced into INACTIVE state
			by another goal.

INACTIVE:	The goal is not active. 
			It can be activated by players, and if the players meet the 
			activation criteria, the goal moves	to the ACTIVE state.

REMOVED :	The goal is not active.
			It cannot be touched by players.
			Removed goals can still be activated by other goals, in which
			case they move to the ACTIVE state.
			Removed goals can be restored to the INACTIVE by being restored
			by another goal.

Terminology
-----------

activated	: Goal moves to the ACTIVE state
inactivate	: If the Goal is in ACTIVE state, it moves to the INACTIVE state
removed		: Goal moves to the REMOVED state
restored	: If the Goal is in REMOVED state, it moves to the INACTIVE state

returned	: GoalItems can be returned to their starting point, based on
			  a number of settings.

Goal Group  : A group of goals that can be altered as one.

Activating Player(AP): The player who either touched the Goal, or set the
					   detpack which touched the Goal. In the case of GoalItems,
					   the player that's attempting to pick up the GoalItem.

Actions
-------
When goals go to ACTIVE state, they can perform various actions.
These include:

	- Increase the score of the team the AP belongs to.
	- Display a message to all players
	- Display a message just to the AP

	- Alter the details of one or more players, as follows:
		- Give the player extra lives (if applicable)
		- Alter a player's health/ammo/armor/powerups
		- Give the player(s) a GoalItem
		- Remove a GoalItem from the player(s)

		The player can be the AP, all the members of a Team the AP is/isn't in,
		all the players on the map, everyone but the AP, all the players 
		within a specified distance from the goal, or everyone in/not in one 
		particular team.

	- Activate another goal, applying the bonuses of the goal to the AP
	- Activate another goal, without applying the bonuses of the goal to the AP
	- Inactivate another goal
	- Remove another goal
	- Restore another goal

	- Activate a goal if all the goals in a goal group are now ACTIVE
	- Activate a group of goals
	- Inactivate a group of goals
	- Remove a group of goals
	- Restore a group of goals

	- Display team's scores and End the Level

Activation
----------
Goals can be activated in one of the following ways:

	- Touched by a player
	- Touched by a detpack explosion
	- Activated by another Goal
	- Activated by a Goal Group command from another Goal
	- Activated by a Quake Trigger

Additionally, the AP's details can be checked.
This allows you to have goals that are only activated if:

	- The AP is of a particular class
	- The AP has a particular GoalItem
	- The AP is of a particular team

Goals can also be activated only if the AP details _don't_ 
meet the criteria specified.

Inactivation
------------
Goals can be inactivated in one of the following ways:

	- Inactivated after being ACTIVE for a specified time
	- Inactivated by another Goal
	- Inactivated by a Goal Group command from another Goal

Also, some goals are marked as Multiple Goals. They return to INACTIVE
state immediately after they become ACTIVE.

Removal
-------
Goals can be removed in one of the following ways:

	- Removed after being activated
	- Removed by another Goal
	- Removed by a Goal Group command from another Goal
	- Removed by a Quake Trigger

Restoration
-----------
Goals can be restored in one of the following ways:

	- Restored by a GoalItem when it Returns (See below).
	- Restored by another Goal
	- Restored by a Goal Group command from another Goal

----------------------------------------------------------------------------
GoalItems
----------------------------------------------------------------------------
GoalItems are items that players can carry around.
GoalItems can be placed directly into a map, where a player
can collect them as usual.
Also, on activation, Goals can give/remove GoalItems from the AP.
The details of players attempting to collect the GoalItems can
also be checked.
This allows you to have GoalItems that can only be picked up if:

	- The Player is of a particular class
	- The Player has a particular GoalItem
	- The Player is of a particular team

GoalItems can also be set to only be picked up by players who
meet the AP criteria.

GoalItems can be returned to their starting position in any of the
following circumstances:

	- When it's dropped by a dying player
	- When it's removed from an AP by a Goal activation
	- When it's untouched for a specified time

GoalItems can affect players in the same way Goals can, except that
any modifications done by the GoalItem are permanent, until the 
GoalItem is dropped.
E.g. if a GoalItem grants invisibility to any players, they stay
invisible until the GoalItem is dropped/removed.

Also, when they're picked up by a player, GoalItems can perform the
following actions on Goals:

	- Activate another goal, applying the bonuses of the goal to the AP
	- Activate another goal, without applying the bonuses of the goal to the AP
	- Inactivate another goal
	- Remove another goal
	- Restore another goal

	- Activate a group of goals
	- Inactivate a group of goals
	- Remove a group of goals
	- Restore a group of goals

GoalItems can also belong to Groups. GoalItems groups are kept
separate from Goal Groups. Operations on either of them do not
affect the other type, even if the Group No is the same.
Using GoalItem groups, GoalItems can:

	- Activate a goal if all the Items in a GoalItem group are being
	  carried by players.
	- Activate a goal if all the Items in a GoalItem group are being
	  carried by one particular player.

----------------------------------------------------------------------------
Timer Goals
----------------------------------------------------------------------------
There is also a special type of goal called a Timer Goal. TG's 
have a Timer Delay. TG's start INACTIVE, and then every Timer
Delay seconds they activate, do their results, and inactivate.
They can also be forced to activate by other Goals. They cannot
be activated by player or detpack touches.
N.B. When a TG goes ACTIVE, it does not have any AP, and hence
	 _cannot_ activate other goals, or apply modifications to
	 individual players.

N.B. When a TG is forced to activate by another goal, they reset
	 their internal timer that decides when they are next going
	 to activate. 
	 E.g. If a TG with a setting of 5 seconds is forced to activate,
		  it will reset it's  timer, and still activate 5 seconds after
		  it was forced to activate.

So, as a quick summary, TG's can have their state altered as 
usual by other goals, and when they activate, they can:

	- Display a message to all players

	- Alter the details of one or more players, as follows:
		- Give a player extra lives (if applicable)
		- Alter a player's health/ammo/armor/powerups
		- Give a player a GoalItem
		- Remove a player from an AP

		The player can be all the members of a Team, all the players 
		on the map, or all the players within a specified distance from 
		the goal.

	- Inactivate another goal
	- Remove another goal
	- Restore another goal

	- Inactivate a group of goals
	- Remove a group of goals
	- Restore a group of goals

	- Display team's scores and End the Level

----------------------------------------------------------------------------
Standard Quake Triggers and TeamFortress Goals
----------------------------------------------------------------------------
Quake triggers can be linked into TF Goals and vice versa. 
When they are activated, a trigger can affect Goals 
in the following ways:

	- Activate a goal, applying the bonuses of the goal to the AP
	- Activate a goal, without applying the bonuses of the goal to the AP
	- Inactivate another goal
	- Remove another goal
	- Restore another goal

	- Activate a group of goals
	- Inactivate a group of goals
	- Remove a group of goals
	- Restore a group of goals

When a Goal is activated, it can affect Quake Triggers
in the following ways:
	
	- Activate Quake Trigger(s)
	- Remove Quake Trigger(s)

Don't forget that Quake Triggers include Buttons, Doors,
Platforms, Health Boxes, Backpacks, Weapons, Armor, Keys, Sigils, 
Monsters, Spikeshooters, Lights, Special Walls, and
Teleporters..
The 'activation' of any of these things can affect goals
if you want it to.
Triggers Activate when: 

	- Collected by a player
		Health Boxes, Weapons, Armor, Keys, Sigils, Backpacks
	- Touched by a player or hit by a weapon
		Buttons, Doors, Platforms, Special Walls,Teleporters
	- Killed
		Monsters

Also, Quake Triggers have been enhanced so that any Trigger
can be made to triggered only by a player if:
	- The Player is of a particular class
	- The Player has a particular GoalItem
	- The Player is of a particular team

This means that if the player does not match the criteria,
the following happens:
	- Health Boxes, Weapons, Armor, Keys, Sigils, Backpacks
		Player cannot pick them up.
	- Buttons, Doors, Platforms, Special Walls,	Teleporters
		Player cannot activate/open/use them.
	- Monsters
		Player cannot hurt them.

The result of 'Activation' of Triggers are as follows:

	- Health Boxes, Weapons, Armor, Keys, Sigils
		Bad. These items should never be activated by
		Goals or Triggers. They should only be used
		to activate other Goals/Triggers.

	- Buttons
		The button, if not already depressed, depressed
		and sets off whatever it was designed to do.

	- Doors
		If the door is a DOOR_TOGGLE type door, it reveres it's 
		current state. e.g. Opens if it's closed, closes if it's open.
		It not, if it's closed, it opens.
	
	- Platforms
		If it has not been triggered before, it will lower. Otherwise,
		it does nothing.

	- Special Walls
		Changes it's texture.

	- Teleporters
		Doesn't do anything.

	- Monsters
		Wakes the monster.

These are a rough guide. You should look at the qc code which handles
trigger activation to see the details. Every Trigger that can be 
activated by another trigger/goal has a .use function.
Look inside it to see how activations for that type of Trigger 
are handled.

----------------------------------------------------------------------------
Order of Actions
----------------------------------------------------------------------------
You don't really need to know the order in which the actions are applied,
and they're far too complex now to describe them in any useful way. The
only important thing of note is:

	The Group Goal alterations are applied _before_ the single goal 
	alterations. This is so you can do things like: 
	Inactivate an entire group, and then activate one goal in that group.
	Remove an entire group, and then restore one goal in that group.

----------------------------------------------------------------------------
Goal Technical Info
----------------------------------------------------------------------------
Goal behaviour is entirely defined by the variables of the Goal object
when it is spawned at the start of the level. These variables are set
in the map file. Just add up the flags that you want and set the 
variable to that. 
E.g. If you want a goal that can be activated by a Player touch(1) and
	 a detpack explosion(2), you would set the "goal_activation" variable
	 to 3.

Don't worry! It's actually fairly easy :)
N.B. Bit descriptions marked with (*) are dangerous, and should
	 be handled with care.

The variables of the Goals are handled as follows:

	classname 	:	"info_tfgoal"
	broadcast   :	Message broadcasted when this goal is activated, if any.
				    Don't forget to put the \n at the end of it.
	message		:	Message displayed to the activating player, if any.
				    Don't forget to put the \n at the end of it.
	deathtype	:	Message broadcasted if the goal	kills the activating
					player. It is appended to the name of the player.
					E.g. deathtype = " gets killed by a goal!\n" displays
						 Bro gets killed by a goal!
					Not needed if this goal doesn't do damage to a player.
					Don't forget to put the \n at the end of it. 
	target		:	If set, any Quake Triggers with the same name as this
					will be activated.
	killtarget	:	If set, any Quake Triggers with the same name as this
					will be removed.
	count		:	Score the team of the player who activates this goal gets.
					Use negative numbers for penalty goals.
	goal_no		:	A unique number ID identifying this goal. Used to make
					references to this goal in other goals.
	group_no	:	The number of the goal group this goal belongs to.
	netname		:	This isn't used in Quake, but in the TeamFortress 
					Entity Editor, it's used as the name for this goal.
	noise		:	A .wav file played when the goal is activated. 
					Make sure it's a .wav file you've got. It's probably 
					best to use one of Quake's .wavs. 
					If unspecified, no sound is played.
	mdl			:	The .mdl file used for this item. Make sure it's a .mdl
					file you've got. It's probably best to use one of Quake's
					.mdls. If unspecified, the Goal is invisible.
	
All the following attributes are applied to the attributes of
every player specified by the "goal_effect"(see below). 
(e.g. the self.health is added to the health of the player)
	lives		 :	Use negative values to remove lives from the player
	health		 :	Use negative values to hurt the player
	armortype	 : 	The player's armortype is set to this value
	armorvalue	 :	The player's armorvalue is set to this value
 				    Armortypes are:   
						0.3 : Green
						0.6 : Yellow
						0.8 : Red
	armorclass	 :	The type of armor the player gets. (See Armor Types above)
	frags		 :	Use negative values to lower frag count
	ammo_shells  :	Use negative values to remove ammo
	ammo_nails   :	Use negative values to remove ammo
	ammo_rockets : 	Use negative values to remove ammo
	ammo_cells   :	Use negative values to remove ammo
	ammo_medikit :	Use negative values to remove ammo
	ammo_detpack :	Use negative values to remove ammo

Note A:	After applying all these values to the player, the playerclass 
		limitations of the player are applied. So if you set the health of 
		the player over that allowed, by his/her playerclass, it will then 
		be lowered to the max_health for that playerclass.

Note B: "lives" allows you to give/remove lives from players. This is only
		useful if the current map limits the number of lives each player
		has. See the Auto Detection section above.

TeamFortress Grenades can be given/removed to/from the player by setting
the following two variables.
	no_grenades_1	:	Use negative values to remove grenades
	no_grenades_2	:	Use negative values to remove grenades

And finally, the following attributes are added to the global time
and applied to every player specified by the "goal_effect"(see below). 
(e.g. if the goal's invincible_finished is 5, then the player will
get invincibility for 5 seconds after activating the goal.)
	invincible_finished		:	Pentagram of Protection 	
	invisible_finished		:	Ring of Shadows
	super_damage_finished	:	Quad Damage
	radsuit_finished		:	Environmental Suit

---------------------------
Goal Activation
---------------------------
The "goal_activation" of the goals determine how the goal is activated. 
The bitfields are as follows:

Activation Details
	1	:	Activated when touched by a player.
	2	:	Activated when touched by a detpack explosion.

AP Details
	-   If the "items_allowed" variable is non-zero, the AP must be 
        carrying a GoalItem with an ID of "items_allowed".
    -   If the "playerclass" variable is non-zero, the AP must be
        be of the same class specified in "playerclass".
        Classes are:
            Scout             : 1
            Sniper            : 2
            Soldier           : 3
            Demolitions Man   : 4
            Medic             : 5
            Heavy Weapons Guy : 6
    -   If the "team_no" variable is non-zero, the AP must belong
        to the same team as the number specified in "team_no".

	4	:   This goal is only activated if the AP details above are _not_ met.

    2048:   If this bit is set, the Goal/Item drops to the ground when it
            first spawns.

---------------------------
Goal Effects
---------------------------
The "goal_effects" of the goal defines which players are affected by
the activation of the goal. It defaults to 1, so that only the AP is
affected. 
The player modifications of this Goal are applied to every player
that matches these criteria. GoalItems will also be given/removed
to/from every one of the players matching the criteria.
The bitfields are as follows:

Basics
	1	:	The AP is affected
	2	:	Everyone on the AP's team is affected
	4	:	Everyone not on the AP's team is affected
	8	:	Everyone except the AP is affected

Specific Groups
	- If the "maxammo_shells" variable is non-zero, then all members of that
	  team are affected.
	- If the "maxammo_nails" variable is non-zero, then all members of any
	  team except that one are affected.

Radius
	- If the "t_length" variable is non-zero, then everyone within 
	  "t_length" distance of the goal is affected, unless the above
	  bitfields are in use.
	  If they are, then the bitfield check is applied only to those 
	  caught in the radius.
	  E.g. if "t_length" is 50, and "goal_effects" is 4, then everyone
	  within 50 who isn't on the AP's team is affected.

	16	:	If set, the radius effect is obstructed by walls.

  	32	:	If a player who fits one of the other "goal_effects" variables
			is not in the same environment as the Goal, don't affect him.
			Environments are air, water, slime, lava.
			e.g. If a Goal is above some water, and does a radius effect
			     with "t_length", and a player in the water is within the
				 radius, he won't be affected if this bit is set.

Note A: If the Goal gives out a GoalItem, then every player who matches
		this criteria will get the GoalItem. This can result in lots of these
		GoalItems, so be careful.
		
---------------------------
Goal Results
---------------------------
The "goal_result" of the goals determine how the goal behaves when it is 
activated, and the results of it's activation. It also determines what it
will do to any players that match it's "goal_effects" criteria.
The bitfields are as follows:

Respawn behaviour
	1   :	The goal is immediately removed after it is activated.

    - If the "wait" variable is non-zero, then the Goal stays ACTIVE for
      the "wait" seconds, and then inactivates.
	  If "wait" is -1, the Goal stays active permanently.

GoalItem behaviour
    - If the "items" variable is non-zero, the Goal gives a GoalItem
      to the player. The GoalItem it gives is the Item with a GoalNo
      of "items".
    - If the "axhitme" variable is non-zero, the Goal removes a GoalItem
      from the player. The GoalItem it removes is the Item with a GoalNo
      of "axhitme".
      If the player does not have the GoalItem, nothing happens.

Goal behaviour
	2   :   If this is set, the goals activated by this one apply
            their AP modifications. Otherwise, they don't.

    - If the "activate_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is activated.
    - If the "inactivate_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is inactivated.
    - If the "remove_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is removed.
    - If the "restore_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is restored.

Miscellaneous
	4   :	Display teamscores, fire intermission, and end the level

	8	:	GoalItems given out by this Goal don't apply their results.

	16	:	If the player these results are being applied to is a Spy,
			reset his/her skin and color.

----
Note A: If (1) is not set and their is no "wait" specified, then the 
        goal is a Multiple Goal.
		After it activates, it will automatically inactivate.
		This is not always a good idea. When a player runs over an entity,
		the touch function will usually be run about 6 or 7 times, so the
		player will activate the goal multiple times. If you want a player
		to be able to activate it over and over again, make it respawn 
		every 2-3 seconds.
		This is especially dangerous if the goal gives out an item on
		activation, since you will end up with a _lot_ of items.
		Of course, you may want this for a goal that is activated remotely
		by another goal at certain times.

Note B:	When a goal is activated by another goal, _no_ checking is done
		based on the "goal_activation" variable of the target goal. It is
		simply activated. The AP who activated the original goal is used
		as the activator for all the goals, but the stats of an activated
		goal are only added to the player's if (2) is set on the goal
        that activates it.
		GoalItems are always given/removed.

---------------------------
Goal Groups
---------------------------
Goal groups allow you to do operations of multiple goals in one go.
The "group_no" of a Goal defines the ID of goal group it is in.
Any goal group operation affects all goals with the specified ID.
A goal's "goal_group" specifies what operations, if any, it performs
on any goal groups.
Since I've cleaned up the goal group handling to get rid of bitflags
which aren't needed, there are no bits used in the "goal_group"
variable anymore :)
I've left it in anyway, since some may come along later.
Goal Group handling is as follows:

    - If the "all_active" variable is non-zero, then when this goal is activated,
      a check is done. If all the goals in the group specified in the "all_active"
      variable are ACTIVE, activate a goal with a goal number equal to the
      value of the "last_impulse" variable.

    - If the "activate_group_no" variable is non-zero, activate all the
      goals in that Group.
    - If the "inactivate_group_no" variable is non-zero, inactivate all the
      goals in that Group.
    - If the "remove_group_no" variable is non-zero, remove all the
      goals in that Group.
    - If the "restore_group_no" variable is non-zero, restore all the
      goals in that Group.

----
Note A: When a goal is activated by another goal, _no_ checking is done
        based on the "goal_activation" variable of the target goal. It is
		simply activated. The AP who activated the original goal is used
		as the activator for all the group goals.
		Bonuses of goals in groups are _never_ applied to the activating player.
		GoalItems are always given/removed.

----------------------------------------------------------------------------
Timer Goal Technical Info
----------------------------------------------------------------------------
Timer Goals are basically identical to Goals, except they are never activated
by players or detpack explosions. They automatically activate every 
"search_time" seconds. They can also be activated by other goals and triggers.
The variables of Timer Goals are the same as Goals, except for:

	classname	:	"info_tfgoal_timer"

	search_time :	The time in seconds that this goal activates.
					e.g. a search_time of 2 makes this goal activate every
						 2 seconds.

As a result of their method of activation, Timer Goals can _never_ do
anything that requires an AP, and they can't activate any other Goals.
They _can_ do operations on groups of players, such as all the players
on the map, or all the players in a team, etc.
This is done using the "goal_effect" variable in much the same way
as Goals, as follows:
Basics
	1	:	Illegal for Timer Goals.
	2	:	Illegal for Timer Goals.
	4	:	Illegal for Timer Goals.
	8	:	Illegal for Timer Goals.

Specific Groups
	- If the "maxammo_shells" variable is non-zero, then all members of that
	  team are affected.
	- If the "maxammo_nails" variable is non-zero, then all members of any
	  team except that one are affected.

Radius
	- If the "t_length" variable is non-zero, then everyone within 
	  "t_length" distance of the goal is affected, unless the above
	  bitfields are in use.
	  If they are, then the bitfield check is applied only to those 
	  caught in the radius.
	  E.g. if "t_length" is 50, and "goal_effects" is 4, then everyone
	  within 50 who isn't on the AP's team is affected.

	16	:	If set, the radius effect is obstructed by walls.

  	32	:	If a player who fits one of the other "goal_effects" variables
			is not in the same environment as the Goal, don't affect him.
			Environments are air, water, slime, lava.
			e.g. If a Goal is above some water, and does a radius effect
			     with "t_length", and a player in the water is within the
				 radius, he won't be affected if this bit is set.

  	64 :	If this bit is set, then instead of just applying this Goal's
			results to the group of players specified by the other 
			"goal_effects" variable, this Goal checks it's criteria for
			each player in the group and then applies it's results invididually 
			to any of them that pass.

Note A : The first 4 bits in the "goal_effects" are illegal for Timer Goals,
		 and should _never_ be set, because they involve an AP.

----------------------------------------------------------------------------
Goal Items Technical Info
----------------------------------------------------------------------------
GoalItems do not have to be given to a player by a Goal activation.
They can be placed directly into a map.
The variables of the GoalItems are as follows:

	classname 	:	"item_tfgoal"
	netname  	:	Name of this GoalItem.
	broadcast	:	Message broadcasted when this goalitem is retrieved, if any.
				    Don't forget to put the \n at the end of it.
	message		:	Message displayed to a player when they get the Item, if any.
				    Don't forget to put the \n at the end of it.
	noise		:	A .wav file played when the item is collected. 
					Make sure it's a .wav file you've got. It's probably 
					best to use one of Quake's .wavs. 
					If unspecified, no sound is played.
	mdl			:	The .mdl file used for this item. Make sure it's a .mdl
					file you've got. It's probably best to use one of Quake's
					.mdls. It defaults to the silver key.
	goal_no		:	A unique number identifying this GoalItem. Used to make
					references to this Item in goals.
    goal_group  :   The number of the goalitem group this goal belongs to.

GoalItems can also modify player details in the same Goals can, using
the "goal_effects" variable (see above). 
The tricky bit is that any Player Modifications done by goals are added 
when the player first picks the item up, and are _removed_ when the player 
loses the item.
E.g. If the item has a health of 40, then the player gets 40 health
     added to their health when he/she picks it up. Then, when they
     drop it, he/she loses 40 health.
There are two exceptions to this: 

	1.	Power-Ups. Items give the players a powerup for the entire time the 
		player has the item. The time specified in the _finished variable 
		is ignored: If it's non-zero, then all players the GoalItem specifies
		get the power-up while item is still carried.

	2.  GoalItems. Items given/removed by another GoalItem when it's picked up
		are not removed/given back when the original GoalItem is dropped/removed.

With the "goal_effects" variable you can make Items affect more than
one player. This is done exactly as if it was just one person.
E.g. If the Item adds health to everyone, then as soon as any player
picks it up, the modifications are applied to everyone, and as soon as
it's dropped, the modifications are removed from everyone.

Also, GoalItems can affect Goals in much the same way as other Goals, 
as follows:

    - If the "activate_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is activated.
    - If the "inactivate_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is inactivated.
    - If the "remove_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is removed.
    - If the "restore_goal_no" variable is non-zero, then the Goal with
      a Goal_No equal to the variable is restored.

    - If the "activate_group_no" variable is non-zero, activate all the
      goals in that Group.
    - If the "inactivate_group_no" variable is non-zero, inactivate all the
      goals in that Group.
    - If the "remove_group_no" variable is non-zero, remove all the
      goals in that Group.
    - If the "restore_group_no" variable is non-zero, restore all the
      goals in that Group.

GoalItems can use the "goal_result" variable. The Bitfields are as follows:

	2	:	Goals activated by this Item don't apply bonuses to the AP.

	16	:	If the player these results are being applied to is a Spy,
			reset his/her skin and color.
			When a Spy is carrying a GoalItem with this bit set, he/she
			will be unable to change skin and color.

When Goals are activated by a GoalItem, the AP used to activate the Goals
is the Player who picked up the Item. AP Modifications are applied if (512)
is set it the "goal_activation" variable (see below).
GoalItems themselves have various bitfields to depict the GoalItem's
behaviour. The bitfields are stored in the GoalItem's "goal_activation"
variable, and are:

Carrying Details
    1	:   Any player carrying this item will glow.
    2	:   Any player carrying this item will move at half-speed.
(*) 4	:   When a player carrying this is killed, the item will be dropped

Returning
    8	:   Return the item if dropped by a dying player
    16	:   Return the item if removed from a player by a goal activation.
    32	:   Return the item if removed from the map by the action of the
            (128) (see below).

    - If the "impulse" variable is non-zero, then when the GoalItem
      is returned by one of the above, the goal with a Goal No equal to
      the "impulse" is restored.

Pickup Details
     - If the "items_allowed" variable is non-zero, the Player must be 
       carrying a GoalItem with an ID matching the variable. If not,
       he/she will not be able to get this item.
     - If the "playerclass" variable is non-zero, the Player must be
       be of the same class specified in the variable. If not,
       he/she will not be able to get this item.
       Classes are:
             Scout             : 1
             Sniper            : 2
             Soldier           : 3
             Demolitions Man   : 4
             Medic             : 5
             Heavy Weapons Guy : 6
     - If the "team_no" variable is non-zero, the Player must belong
       to the same team as the number specified in the variable.
       If not, he/she will not be able to get this item.

	64	:	This GoalItem can only be picked up by a player if they _don't_
			match the player details above.

Miscellaneous
    128 :   If this is set, then, after the goal is dropped by a player, 
            if it has not been touched for the time specified in the 
            "pausetime" variable, in seconds, it is removed.

    - If the "distance" variable is non-zero, then, If all GoalItems in the 
      goalitem group specified by "distance" are being carried by players, 
      activate a goal, the Goal No of which is specified in "pain_finished".
    - If the "speed" variable is non-zero, then, If all GoalItems in the 
      goalitem group specified by "speed" are being carried by one player,
      activate a goal, the Goal No of which is specified in "attack_finished".

	256 :	If a player carrying this Item dies, they keep it, even after
			they respawn.

	512 :   If this Item is not being carried by a goal, it glows.

	1024: 	When this item is removed from a player, don't remove the 
			effects this item gave the player.

    2048: If this bit is set, the Goal/Item drops to the ground when it
          first spawns.

    4096: If this bit is set, any player carrying this item can drop
          it using the "dropitems" command.

----
Note A: (4) is dangerous. If you have goals giving out this item multiple
        times, make sure the item is getting removed somehow, or you could
        end up with too many items on the map.

Note B: The Pickup Details are only used when a player picks up this 
        item directly. If this item is given to an AP by a goal, these
        are ignored.

Note D: (128) allows you to make items that are untouched for a while 
		disappear. This should be set if you have Goals that give out 
		multiple copies of GoalItems that are dropped when players 
	    carrying them are killed. Otherwise you could end up with too many 
	    entities on the map :)
	    If you have a GoalItem that is only given out once and is dropped
	    when players with it die, you will probably want to set (128)
	    and (32), so that if it falls in lava or something, it'll be 
		returned.
	    If you don't specify a value, "pausetime" defaults to 2 minutes.

----------------------------------------------------------------------------
Quake Triggers that use TeamFortress Goals Technical Details
----------------------------------------------------------------------------
For Triggers to use Goals, you need to use various variables. 
Triggers can use the same AP criteria matching as Goals, as follows:

	-   If the "items_allowed" variable is non-zero, the AP must be 
        carrying a GoalItem with an ID of "items_allowed".
    -   If the "playerclass" variable is non-zero, the AP must be
        be of the same class specified in "playerclass".
        Classes are:
            Scout             : 1
            Sniper            : 2
            Soldier           : 3
            Demolitions Man   : 4
            Medic             : 5
            Heavy Weapons Guy : 6
    -   If the "team_no" variable is non-zero, the AP must belong
        to the same team as the number specified in "team_no".


If any of the following variables is not set, or 0, then the effect of that
variable is simply not used.
The variables are:

	activate_goal_no	:	Activates a goal with a goal_no equal to this.
	inactivate_goal_no	:	Inactivates a goal with a goal_no equal to this.
	remove_goal_no		:	Removes a goal with a goal_no equal to this.
	restore_goal_no		:	Restores a goal with a goal_no equal to this.
								   
	activate_group_no	:	Activates a group of goals with a goal_group equal to this.
	inactivate_group_no	:	Inactivates a group of goals with a goal_group equal to this.
	remove_group_no		:	Removes a group of goals with a goal_group equal to this.
	restore_group_no	:	Restores a group of goals with a goal_group equal to this.


Also:

	- If the "goal_result" variable of the Trigger is 0, then any Goals 
	  activated by this Trigger _don't_ add bonuses to the AP. If it's 2, they do.

    - If the "all_active" variable is non-zero, then when this Trigger is activated,
      a check is done. If all the goals in the group specified in the "all_active"
      variable are ACTIVE, activate a goal with a goal number equal to the
      value of the "last_impulse" variable.

In all cases, the AP for the goals will be set to the "activator". If the 
AP is not a player, then no player-related operations will be performed by
the Goals, or any Goals activated by those Goals.
This stuff is kind of dangerous, if the Trigger isn't activated by a player,
and the Goals your playing with alter other Goals. Just be careful :)

----------------------------------------------------------------------------
Summary of Changes
----------------------------------------------------------------------------
This is a summary of changes in the map specs from TeamFortress v1.3x
to TeamFortress v2.x :

	- All entities, most especially GoalItems, can specify the team
	  they belong to by putting the team number in the "owned_by" variable.

	- The "goal_state" variable allows you to set the starting state
	  of a goal. The available states are:
			Active 	 				1 
			Inactive (default) 		2 
			Removed					3 

	- Activation criteria for Goals/Items/Timers/Triggers can
	  now include the Checking of the state of other Goals
	  The following variables are used:
	   "if_goal_is_active"   : If this is non-zero, the goal will only activate
							   if the goal with a "goal_no" matching 
							   "if_goal_is_active" is active.
	   "if_goal_is_inactive" : As above, if the goal is inactive.
	   "if_goal_is_removed"  : As above, if the goal is removed.

	   "if_group_is_active"  : As above, except that all goals with a "group_no"
							   matching "if_group_is_active" must be active.
	   "if_group_is_inactive": As above, if all the group is inactive.
	   "if_group_is_removed" : As above, if all the group is removed.

	- Upon activation, Goals can now centerprint more intelligently,
	  as follows:
		"broadcast"			 : Instead of being bprinted, it now gets
							   centerprinted to everyone, except the AP.
							   You'll probably want to use "team_broadcast"
							   and "non_team_broadcast" instead.
		"message"			 : Instead of sprinting to the AP, it now
							   centerprints.
		"team_broadcast"	 : Gets centerprinted to all of the AP's team,
							   except the AP.
		"non_team_broadcast" : Gets centerprinted to all non-AP-teammembers.
							   If there is a "owners_team_broadcast" specified,
							   it isn't centerprinted to members of the team
							   that own the goal/item.
		"owners_team_broadcast" : Gets centerprinted to all the members of the
							      team that own the goal/item.

	- The detection entity can now supply the Team Menu string, which
	  effectively allows you to provide names for team.
	  The string should be put in the detection entity's "team_broadcast" var.
	  It gets centerprinted when player's are asked to join a team, 
	  so it should be similar to the following format:

		"=== Choose your team ===\n\n1.. Team One  \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n"
		"=== Choose your team ===\n\n2.. Team One  \n2.. Team Two  \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n"
		"=== Choose your team ===\n\n2.. Team One  \n2.. Team Two  \n3.. Team Three\n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n"
		"=== Choose your team ===\n\n3.. Team One  \n2.. Team Two  \n3.. Team Three\n4.. Team Four \n\n\n\n\n7.. Bind my keys for me!\n\nFor full details on this patch:\nhttp://yallara.cs.rmit.edu.au/~cookj\n"

	  Other examples are:

	  	"=== Choose your team ===\n\n1.. Blue Team \n2.. Red Team  \n\n\n\n7.. Bind keys"
		"=== Choose your team ===\n\n1.. Attackers \n2.. Defenders \n\n\n\n7.. Bind keys"

	  You need to have a team number and choice for every team on your map.
	  Don't forget that TF determines the number of teams on a map based upon
	  the Teamspawn points. If there are spawn points for 3 teams, then you
	  should have three teams in the team menu string.
	
	  N.B. Unfortunately, qbsp prevents you from having large strings, so you
	       have to be curt. If you get a "Token too large" error when qbsping,
		   then you've got the string too long.

	- The detection entity can now specify a Map Help string in it's
	  "non_team_broadcast" variable.
	  Player's can do the Map Help impulse, and the Map Help string will
	  be printed. The string can be anything you like, but it should be
	  a quick description of the goal of the map, such as:
  		"Havoc: Get into the enemy's castle and destroy their computer room!\n"

	  End the string with a \n.
	  N.B. Unfortunately, qbsp prevents you from having large strings, so you
	       have to be curt. If you get a "Token too large" error when qbsping,
		   then you've got the string too long.

	- All Entities can specify whether they exist for different skill 
	  settings, as follows:
		"ex_skill_min" 	: The entity only exists when the skill variable
						  is >= to this value.
		"ex_skill_max" 	: The entity only exists when the skill variable
						  is <= to this value.

	  N.B. The checking is done in the initial spawning, so if the skill
		   changes during the level, it will have no effect on the entities.

	  You can use this to do so many things, such as making plats move
	  in different trains at different skill levels, more/less monsters
	  and ammo and different levels, more secrets at higher levels, etc.

	- Team Spawnpoints can set their "goal_effects" variable to 1, which
	  makes them remove themselves after someone has spawned on them.
	  Use this to make a team spawn inside their base initially, and then
	  spawn throughout the level for the rest of the game.
	
	- Items now have a ItemGlow flag, which makes the Item glow when it's
	  not being carried by a player.
	  The flag is Bit 10 (512) in the Goalitem's "goal_activation" variable.

	- The Detection entity can now restrict the classes available to
	  members of particular teams, in the following variables:
	  	Team 1	:	"maxammo_shells"
	  	Team 2	:	"maxammo_nails"
	  	Team 3	:	"maxammo_rockets"
	  	Team 4	:	"maxammo_cells"
	
	- The Detection entity can now specify a Class Selection string for
	  any team. The default string allows them to pick any class, but you
	  may want to refine it for teams that have a limited selection of
	  classes.
	  If you don't supply one, the default will be used.
	  The strings should be put in following Detection entity variables :
	  	Team 1 String	:	"noise1"
	  	Team 2 String	:	"noise2"
	  	Team 3 String	:	"noise3"
	  	Team 4 String	:	"noise4"

	  The default string looks like this:
                                                                                                                                        
		"=== Choose your class ===\n\n1.. Scout   \n2.. Sniper  \n3.. Soldier \n4.. Demoman \n5.. Medic   \n6.. Hvwep   \n7.. Pyro    \n8.. Spy     \n9.. Engineer\n0.. Randompc\n"

	  But if you restricted Team 1 to Scout, Demoman, and Medic, you might 
	  want to set the "noise1" variable to:

		"=== Choose your class ===\n\n1.. Scout   \n4.. Demoman \n5.. Medic   \n"

	  N.B. You _MUST_ not alter the numbering of the class. 
	  	   e.g. Sniper must always be selected with 2, Demoman with 4, etc.
	  N.B. Unfortunately, qbsp prevents you from having large strings, so you
	       have to be curt. If you get a "Token too large" error when qbsping,
		   then you've got the string too long.

	- Any Goal can now specify an 'else' goal. This is a goal which attempts
	  to activate if this goal fails to activate because it's Criteria 
	  wasn't met. The "goal_no" of the 'else' goal should be specified in 
	  the Goal's "else_goal" variable. 'else' Goals still check their
	  criteria, the AP being the player who failed the first goal's criteria.
		    
	- The Detection entity can now specify a maximum number of players
	  for each team. The default is 0, which is unlimited.
	  The player limits should be put in the following variables of
	  the Detection Entity : 
		Team 1	:	"ammo_medikit"
		Team 2	:	"ammo_detpack"
		Team 3	:	"maxammo_medikit"
		Team 4	:	"maxammo_detpack"
	
	  N.B. The total number of players _MUST_ be >= 16. This is the total
	       number of players for the _existing_ teams. 
		   e.g. if you have TeamSpawnpoints for only 2 teams, then the
		   total number of players allowed in the two teams must be >= 16.

	- Any Goal can now display the status of upto 4 GoalItems when it's
	  activated. The Goal specifies 6 different strings, which are used
	  to do the displaying for all the items.
	  The item's "goal_no" are specified in the following variables:
		"display_item_status1"	: Item 1
		"display_item_status2"	: Item 2
		"display_item_status3"	: Item 2
		"display_item_status4"	: Item 2

	  The strings are specified in the following variables:
	    "team_str_home"		: Displayed when the item is at the point
							  it originally spawned at. 
	    "team_str_moved"	: Displayed if the item has been moved from
		 					  it's original spawning point.
	    "team_str_carried"	: Displayed if the item is being carried. It
							  is prepended to the carrier's name, or " You"
							  if the Player is carrying the item.
							  e.g. "Your flag is being carried by" Bro.
	    "non_team_str_home"		: Displayed when the item is at the point
							  	it originally spawned at. 
	    "non_team_str_moved"	: Displayed if the item has been moved from
		 					  	  it's original spawning point.
	    "non_team_str_carried"	: Displayed if the item is being carried. It
							  	  is prepended to the carrier's name, or " You"
								  if the Player is carrying the item.
								  e.g. "The enemy flag is being carried by" You.
	
	  The "team..." strings are displayed to members of the team that the
	  GoalItem belongs too. The "non_team..." strings are displayed to anyone
	  not on the team the GoalItem belongs to.
	  If the Goalitem does not belong to a team, the "team..." strings
	  are displayed.
	  
	  Finally, if the Detection Entity has these variable set, then when
	  a player does Impulse 21 (FlagInfo in CTF), then the details of the
	  items specified by the Detection Entity will be displayed.

	- GoalItems can centerprint messages to players when they return to
	  their starting point, regardless of how they return.
	  Two messages should be supplied in the following variables:
		"noise3"	:	Is centerprinted to all the members of the team
						that own the item.
		"noise4"	:	Is centerprinted to everyone except the members of 
						the team that own the item.

	- You can restrict teams to only the Civilian class, for special
	  purposes. Do it by setting their class restriction variable to "-1".

	- Any Goal can force a GoalItem to return, if it's not being carried,
	  by specifying an Item No in the "return_item_no" variable.
	  
	- Goals activated by other Goals don't automatically activate like
	  they used to. Now they check their Criteria before activating. The AP
	  used is the AP of the first Goal.
	  N.B. The AP doesn't have to initiate the Criteria checking on 
	       activated goals. E.g. The AP doesn't have to be touching
		   the Goal which was activated, even if the Goal's "goal_activation"
		   specifies that it's activated by touch.

	- GoalItems have a flag, which they can check, which tells them if they're
	  not at their starting position.
	  You can make any Goal/Item/whatever have part of it's Criteria
	  check to see if an Item is _not_ at it's origin by putting the
	  "goal_no" of the item in the "if_item_has_moved" variable.
	  You can make any Goal/Item/whatever have part of it's Criteria
	  check to see if an Item _is_ at it's origin by putting the
	  "goal_no" of the item in the "if_item_hasnt_moved" variable.

	- Goals that give out items can specify whether they want the Items
	  to apply their results. Usually, the goal that gives out the items
	  does all the results you want, so you can specify this.
	  Do it by setting Bit number 4 (8) in the Goal's "goal_result" variable.
	
	- The Detection Entity can specify that the grappling hook cannot
	  be used on a map, by setting the Detection Entity's "hook_out"
	  variable to 1.

	- Any Goal can remove/restore Teamspawnpoints. The variables to use
	  are:
		"remove_spawnpoint"		: Remove a spawnpoint with a matching "goal_no"
		"restore_spawnpoint"	: Restore the matching spawnpoint
		"remove_spawngroup"		: Remove all spawnpoints with a "group_no"
								  matching this number.
		"restore_spawngoup"		: Restore a group of spawnpoints.

	- GoalItems can make console items light up, such as the silver key icon,
	  when they're being carried. In the "items" variable, just specify a 
	  bitfield. The bit's values are as follows:

		Silver Key			 : 131072 
		Gold Key			 : 262144 

		Invisibility Icon	 : 524288 
		Invulnerability Icon : 1048576 
		Radsuit Icon		 : 2097152
		Quad Icon			 : 4194304 

	- GoalItems don't restore a goal when they return, now they activate it.
	  If you had any GoalItems using the "impulse" variable to restore a Goal
	  when the GoalItem returns, you'll need to redo the Goalwork.

	- Goals can increase the scores of any specific teams, using the following
	  variables:
			
			increase_team1	:  Increase the score of team 1 by this value
			increase_team2	:  Increase the score of team 2 by this value
			increase_team3	:  Increase the score of team 3 by this value
			increase_team4	:  Increase the score of team 4 by this value

-------------------------
Changes from 2.11 to 2.12

	- Upon activation, Goals can now broadcast even more,
	  as follows:

		"netname_broadcast"		:	Gets bprinted to _all_ players, prepended
									by the AP's name.
									E.g. " got the RED flag" would be bprinted
										 as "Bro got the Red Flag"

		"netname_team_broadcast" : Gets bprinted to all of the AP's team,
							   	   except the AP, with the AP's name prepending 
							   	   it.

		"netname_non_team_broadcast" : Gets bprinted to all non-AP-teammembers,
							   prepended by the AP's name.
							   If there is a "owners_team_broadcast" specified,
							   it isn't centerprinted to members of the team
							   that own the goal/item.

		"netname_owners_team_broadcast" : Gets bprinted to all the members of 
								the team that own the goal/item, prepended by
								the AP's name.

-------------------------
Changes from 2.12 to 2.13

	- GoalItems can centerprint messages to players when they're dropped by
	  a dying player.
	  Two messages should be supplied in the following variables:
		"team_drop"		:	Is centerprinted to all the members of the team
						 	that own the item.
		"non_team_drop"	:	Is centerprinted to everyone except the members of 
							the team that own the item.
	  Also, messages can be appended to the name of the player who dropped
	  the item, and then bprinted.
	  As follows:
		"netname_team_drop"		:	Gets bprinted to all members of the team
									who own the item, prepended by the name of
									the player who dropped the item.
		"netname_non_team_drop"	:	Gets bprinted to all players not of the team
									who own the item, prepended by the name of
									the player who dropped the item.

-------------------------
Changes from 2.13 to 2.14

	- A new Bit was added to the "goal_activation" of GoalItems. 
	  As follows:
		1024: 	When this item is removed from a player, don't remove the 
				effects this item gave the player.

	  E.g. If you've got a GoalItem giving a player 2 frags, when the 
		   GoalItem is removed from the player, the 2 frags won't be
		   removed. Be Careful with this one. Check all the results you
		   bestow on the player before using it.
		   If necessary, have the GoalItem activate another goal which
		   bestows the effects you want on the player instead.

-------------------------
Changes from 2.14 to 2.5

	- A new Bit was added to the "goal_result" of Goals and GoalItems.
	  As follows:
		
		16	:	If the player these results are being applied to is a Spy,
				reset his/her skin and color.
				When a Spy is carrying a GoalItem with this bit set, he/she
				will be unable to change skin and color.

	  	This enables you to have areas where spies cannot go undercover, etc.
		It also means you can have the spy unable to change his/her skin/color
		when carrying the flag.
		To introduce a bit of backwards compatability, the spy cannot disguise
		himself when he's dimly lit either, due to carrying a GoalItem with
		the first bit of its "goal_activation" set.
		Almost all the flags in existing TF maps have this bit set.

	- Goals can work with groups of items more now, using the following
	  variables:
		"has_item_from_group" : More Criteria. Player must be carrying
								at least 1 of the items in the group.

		"remove_item_group"	  :	Result. Removes all items belonging to this 
								group from the Player.

	- A new Bit was added to the "goal_effects" of Goals and GoalItems.
	  As Follows:
	  	
	  	32	:	If a player who fits one of the other "goal_effects" variables
				is not in the same environment as the Goal, don't affect him.
				Environments are air, water, slime, lava.
				e.g. If a Goal is above some water, and does a radius effect
				     with "t_length", and a player in the water is within the
					 radius, he won't be affected if this bit is set.

	- The Spy and Engineer were added to the list of classes the TF Detect
	  entity can ban. The list is now as follows:
       	Bit 1 (1)	:   No Scout            
        Bit 2 (2)	:	No Sniper        
        Bit 3 (4)	:	No Soldier       
        Bit 4 (8)	:	No Demolitions Man
        Bit 5 (16)	:	No Combat Medic
        Bit 6 (32)	:	No Heavy Weapons Guy
        Bit 7 (64)	:	No Pyro
        Bit 8 (128)	:	No Random PlayerClass
		Bit 9 (256) :	No Spy
		Bit 10(512) :	No Engineer

	- Since quake has a limit on the size of the entity data in a map,
	  abbreviations for some of the common entity fields were created.
	  The Abbreviations are as follows:
		Classnames
			"i_p_t"   for   "info_player_teamspawn"
			"i_t_g"   for   "info_tfgoal"
			"i_t_t"   for   "info_tfgoal_timer"

		Common Variables
			"g_a"     for   "goal_activation"
			"g_e"     for   "goal_effects"

		String Variables
			"t_s_h"   for   "team_str_home"
			"t_s_m"   for   "team_str_moved"
			"t_s_c"   for   "team_str_carried"
			"n_s_h"   for   "non_team_str_home"
			"n_s_m"   for   "non_team_str_moved"
			"n_s_c"   for   "non_team_str_carried"

			"b_b"     for   "broadcast"
			"b_t"     for   "team_broadcast"
			"b_n"     for   "non_team_broadcast"
			"b_o"     for   "owners_team_broadcast"
			"n_b"     for   "netname_broadcast"
			"n_t"     for   "netname_team_broadcast"
			"n_n"     for   "netname_non_team_broadcast"
			"n_o"     for   "netname_owners_team_broadcast"

			"d_t"     for   "team_drop"
			"d_n"     for   "non_team_drop"
			"d_n_t"   for   "netname_team_drop"
			"d_n_n"   for   "netname_non_team_drop"

	- Goals now affect players who are dead, allowing dead players
	  to get teamscores when their team captures flags, etc. 

	- Goals can use the "delay_time" variable now to delay their activation 
	  for a specific amount of time.

	- Team Spawnpoints can now use Criteria the same way Goals do.
	  Players can only spawn at spawnpoints that they match the Criteria of.

	- Team Spawnpoints can activate a goal when someone spawns on them, 
	  using the "activate_goal_no" variable.

	- Way back in version 1.3 the "goal_effects" variable was introduced,
	  to allow goals to affect more than one player. In version 1.21 you
	  didn't have to specify a "goal_effects" variable... instead, any
	  goal simply affected it's AP. To allow for backwards compatability,
	  in all versions since 1.3, any Goal that did not specify a "goal_effects"
	  field automatically had it's "goal_effects" set to 1, which is affect
	  AP only. This has become a problem now, since it prevents map-makers
	  from having goals that have a "goal_effects" of 0.
	  From this version onwards, the "goal_effects" variable will be left 
	  as it is in the .map file. So, if you have a map which contains any
	  Goals/Items that do _not_ have a "goal_effects" variable specified,
	  add it in and set it to 1.

	- Items given by Goals are not set to Active state anymore, so they
	  can be given out multiple times.

	- An extra bit was added to the "goal_effects" variable for Timer Goals.
	  The bit will be ignored by any goal/item other than Timers, and is as
	  follows:
		  	64 :	If this bit is set, then instead of just applying this 
		  			Goal's results to the group of players specified by the 
		  			other "goal_effects" variable, this Goal checks it's 
		  			criteria for each player in the group and then applies it's 
		  			results invididually to any of them that pass.

    - An extra bit was added to the "goal_activation" variable of 
      func_button's and func_door's. 
            8   :   If this bit is set, then activate this button/door only
                    when it's hit by an engineer's spanner.

-------------------------
Changes from 2.5 to 2.6

    - The Map Debug was cleaned up a lot, most especially in the 
      Criteria Checking section.

    - A new bit (32) was added to "goal_result" for Goals/etc which forces
      anyone affected by the goal to simply respawn. The player doesn't
      die... just respawns.
      Used in conjunction with TeamSpawns that have criteria and the 
      enable/disable TeamSpawns capabilities, this can be used to
      move an entire team to specific points around the map.

    - An new bit (2048) was added to "goal_activation" for Goals and GoalItems.
        2048: If this bit is set, the Goal/Item drops to the ground when it
              first spawns.

    - Another new bit (4096) was added to "goal_activation" for GoalItems.
        4096: If this bit is set, any player carrying this item can drop
              it using the "dropitems" command.

    - Yet another bit (8192) was added to "goal_activation" for GoalItems.
        8192: If this bit is set, the GoalItem is Solid while not
              being carried by a player. This means it blocks bullets,
              grenades.
              N.B. It will also block any players that don't pass it's
                   criteria. Players that do pass the criteria will
                   simply pick it up.

    - The size of a Goal or GoalItem can now be set using the "goal_min"
      and "goal_max" variables to set the min and max bounding box.
      If not set, they default to:
		"goal_min"       "-16 -16 -24"
		"goal_max"       "16 16 32"

    - More Abbreviations, as follows:
    	Floats
            "h_i_g"	    for     "has_item_from_group"
            "r_i_g" 	for     "remove_item_group"

            "a_s"		for     "ammo_shells"
            "a_n"		for     "ammo_nails"
            "a_r"		for     "ammo_rockets"
            "a_c"		for     "ammo_cells"

            "rv_s_h"	for     "remove_spawngroup"
            "rs_s_h"	for     "restore_spawngroup"
            "rv_gr"	    for     "remove_group_no"
            "rs_gr"	    for     "restore_group_no"
            "rv_g"	    for     "remove_goal_no"
            "rs_g"	    for     "restore_goal_no"

	- The "ex_skill_min" and "ex_skill_max" variables can now
      use "-1" to mean 0. This is needed because specifying either
      as 0 is the same as not specifying it at all.
      E.g. An entity with:
                "ex_skill_min" "-1"
                "ex_skill_max" "-1"
           Would only exist at skill 0.
            An entity with:
                "ex_skill_min" "-1"
                "ex_skill_max" "2"
           Would only exist at skill 0, 1, or 2.


----------------------------------------------------------------------------
If you think of any more things goals could do when activated,
please don't hesitate to mail them to me.

And as a last word, I _really_ suggest that you use the Entity Editor.
I use it myself. It's far too much of a pain mucking about getting all 
the right variables set to the right things to bother with doing 
it all manually.
Originally, it looked like it would be feasible to do it yourself,
but they've just become far too complex now.

Have fun!

Robin.  (walker@netspace.net.au)
=---------------------------------------------------------------------------=
TEAMFORTRESS v2.7                       29/1/98
TeamFortress Software Pty. Ltd.
Company WWW: http://www.teamfortress.com/
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