WCU2.BSP - Worldcraft University Tutorial Level #2
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autolycus

This level was made to showcase more of the Hipnotic 
entities, this time mainly focusing on the use of the 
new trap_* entities.  Once again, by no means did I 
cover all possible uses of these entities...these should
be used as examples to build upon.

ENTITIES COVERED (Hipnotic only)

trap_lightning (1st room)
trap_lightning_triggered (1st hallway)
trap_lightning_switched (2nd hallway)
trap_gravity_well	(3rd room - water)
trap_tesla_coil (4th room)
trap_gods_wrath (5th room)
func_train2 (2nd room)
trigger_usekey (1st hallway)

ENTITY EXPLANATIONS
(from Hipnotic's features.txt)

trap_lightning  (flags: random, boom)

continuously fires lightning (in a set direction)

random: causes lightning to wait (wait * random) seconds 
     between blasts
boom: causes a thunderous "boom" when a blast starts

"wait" how long to wait between blasts (1.0 default).  if in
     random mode, wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple 
     traps can be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last
     (0.1 default)

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trap_lightning_triggered (flags: random, boom)

when triggered, fires lightning (in a set direction)

"wait" how long to wait between blasts (1.0 default).  if in
     random mode, wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple 
     traps can be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last
     (0.1 default)

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trap_lightning_switched (flags: random, boom)

continuously fires lightning (in a set direction), can be 
     switched off

"wait" how long to wait between blasts (1.0 default).  if in
     random mode, wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple 
     traps can be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last
     (0.1 default)
"state" 0 (default) initially off, 1 initially on

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trap_gravity_well (flags: targetenemies, underwater)

targets enemies in vicinity, and draws them near, gibbing them
     on contact

targetenemies: targets enemies?
underwater: cuts the pull in half for players wearing the wetsuit

"distance" how far the gravity well should reach (600 default)
"count" number of people to target (2 default)
"speed" is how strong the pull is (200 default)
"dmg" is how much damage to do each touch (10000 default)

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trap_tesla_coil (flags: targetenemies)

targets enemies in vicinity and fires at them

"wait" how long build up should be (0.5 * (4 - skill) default)
"dmg" how much damage lightning should inflict (5 default)
"duration" how long each attack should last (continuos default)
"distance" how far the tesla coil should reach (600 default)
"state" on/off (1/0) for the coil (0 default)
"count" number of people to target (2 default)

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trap_gods_wrath (flags: targetenemies)

targets enemies in vicinity and fires at them (must be triggered)

"dmg" how much damage lightning should inflict (5 default)
"duration" how long each attack should last (continuos default)
"distance" how far the tesla coil should reach (600 default)
"count" number of people to target (2 default)

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func_train2

This is a modification of the standard func_train entity. It is 
functionally equivalent, except that it removes a slight delay 
that would occur after each path entry, and it and it enables it 
to be restarted, once stopped.

In path_corner, set "speed" to be the new speed of the train 
after it reaches the path change.  If "speed" is -1, the train 
will warp directly to the next path change after the specified
wait time.  Also, if "wait" is set to -1, the train will wait until 
it is retriggered before moving to the next goal.

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trigger_usekey (flags: use_gold_key)

variable sized single-use trigger that requires a key to 
     trigger targets.  Must be targeted at one or more 
     entities. (can also use "killtarget")

use_gold_key: if set, use the gold key, otherwise use silver

"message" is printed when the trigger is touched without 
     having the right key.