Misc. New Stuff Index
    item_key
    func_rain
    path_null 
    func_move_null 
    trigger_use
    func_remote_cam
    func_breakable_wall
    misc_decor


item_key
    Like item_key1 and item_key2 but you can define what it looks like and if you
    set key_type to 2 or 3 it can be carried from one level to the next. The player
    can only have one of each key_type.
    "model" is the model that will be used for the key.
    "noise" is the sound played when the player gets the key.
    "netname" will be the name printed when the player gets the key.
	example: You got the Castle Key. "Castle Key" is the netname.
    "key_type" a player can only have one of each of the key_type's. 1 is removed
    when the player enters a new level, 2 and 3 are kept when the player
    enters a new level (almost like runes).



func_rain
    Use this to place a rain generator in a level. Just placing
    an entity with that classname where you want rain.


path_null
    These are used as the path entities for the func_move_null entity.
    "speed" makes the train move on to the next corner at this rate. 
    "duration" makes the train move on to the next corner and get there in this 
    number of seconds. If this is not 0, this will be used over the speed 
    variable. 
    "event" is the target name of the entity to trigger when the train gets to 
    it. 
    "message" is the message to display when the event is triggered.



func_move_null
    This entity is a moving entity that was made to be a target for cameras.
    It's movement is exactly like that of a func_train, so refer to that entity
    to see how to control it's movement. None of these are required.
    "speed" makes the train move on to the next corner at this rate. 
    "duration" makes the train move on to the next corner and get there in this 
    number of seconds. If this is not 0, this will be used over the speed 
    variable. 
    "count" specifies the number of clones to make of itself along it's path. 
    Works just the cloning on the trains.
    "model" is the model that will be used by the entity.
    "effects" special effects. If you want it to glow and have the dots then set to 9.
      1 = EF_BRIGHTFIELD (Glowing field of dots)
      2 = EF_MUZZLEFLASH
      4 = EF_BRIGHTLIGHT
      8 = EF_DIMLIGHT


trigger_use
    This trigger sets a zone that if the player touches and presses the use key (impulse 13)
    he will actavate it. This could be used for cameras and other things (doors, etc.)
    
    "message" the message to print when a player touches the trigger.
    "wait" delay time till it can be used again after being activated.


func_remote_cam (0 0.5 0.8) (-8 -8 -8) (8 8 8) RCAM_FREEZE RCAM_ALL 
RCAM_TRACKING RCAM_SMOOTH RCAM_ALOWIMP RCAM_MOVING RCAM_EXITABLE RCAM_NODMG 
    This is a camera usefull for mid level cutscenes and working security 
    cameras. It changes the player's view to the camera's when it is triggered. 
    The player must be the activator of the triggering for it to work properly. 
    The player's view angle's can be set to those of the camera with an optional 
    spawnflag. The view angle is always restored to its original value when the 
    camera is deactivated. The player's movement is always frozen while in the 
    camera view. For looped cameras, the player's pressing the fire button will 
    also make him trigger his current remote camera. This is what allows the 
    player to loop through all the different cameras. 
    RCAM_FREEZE(1) forces the player to face in the direction of the camera's 
    angles at all times and does not allow then to look around. The player's 
    view direction is by default free to look around, but not if this is set. 
    RCAM_ALL(2) makes all player in the level use the camera when it is triggered 
    instead of just the player that activates the triggering. Can be used in 
    simgle player to activate a camera when the player was not the activator of 
    the triggering, allowing for several different triggering possibilities. 
    RCAM_TRACKING(4) makes the camera view track its "target" entity. Allows 
    panning scenes and turning security cameras. A good entity to use for the 
    target entity for panning shots is the func_moving_null. 
    RCAM_SMOOTH(8) makes the camera tracking smoother, but at the cost of doubling 
    the number of calculation per second that it must do. Don't bother using if 
    doing still or slow panning scenes. 
    RCAM_ALOWIMP(16) allows the player to use impulses to activate trigger_impulse 
    entities. Should allow for things like interactive cut scenes in mid-level. 
    Does not enable any other impulse actions like weapons fire or weapon 
    selection. 
    RCAM_MOVING(32) makes the camera move along with the entity named in its "path" 
    variable. It follows the target entities origin offset by "pos1". 
    RCAM_EXITABLE(64) allows players to exit the remote camera view by pressing the 
    fire button. This has no effect for a camera that's in a loop since the 
    player must press the button to switch between the different cameras. 
    "model" is the model that the camera will be set to use. The camera defaults 
    to using no model. 
    "target" is the entity that the camera will point at. If not used, then the 
    camera's angles value is used. 
    "angles" sets the view angle of the camera if there is no "target" 
    specified. 
    "spawnmodel" allows you to specify a weaponmodel to use. Doing this will 
    allow for adding in things like monitor frames to make it appear that the 
    player is looking at a computer monitor. If a "spawnmodel" is not specified, 
    then no weaponmodel is displayed at all. 
    "path" is the name of the entity to move along with. RCAM_MOVING must also 
    be set for this to work. 
    "pos1" is used while moving with another entity. It is the offset that the 
    camera will be at relative to the other entity's origin. If set to '-1 -1 
    -1', it will be automatically calculated from the camera's starting position 
    relative to the "path" entity's starting position. This allows for visual 
    placement of the camera. 
    "target2" is not to be confused with "target". "target2" is used to specify 
    that the camera is in a loop, and also the name of the next camera in that 
    loop. This should be set to the "targetname" of the next camera in the loop 
    for it to work properly. To designate the last camera in the loop, set this 
    to "end". This will make the player exit the camera loop after pressing the 
    fire button while using this last camera. 
    "message" is the message to display to the player when he uses the camera.

func_breakable_wall
    This will create a simple wall that can be destroyed. You can set at target
    to be triggered when the wall is destroyed.
    "health" is how much health the wall has. (default: 100)
    "style" is the type of wall to create, 0 will restore to full health after
    getting hit, 1 will not restore its health.
    "color" is the color of its "blood".
	1 - black(default)
	2 - brown
	3 - red
	4 - green
    "sounds" will define the sounds to play when the wall is hit or destroyed.
	-1- No sounds
	1 - Default Sounds
	2 - Wood sounds
	3 - Glass sounds
	4 - Metal sounds
	5 - Will alow you to define your own sounds.
    "noise1" if sounds set to 5 this will be used for the pain sound
    "noise2" if sounds set to 5 this will be used for the killed sound


misc_decor
    Will alow you to add any object to your level! You can animate
    a model's skins, make them solid or not. The models don't move in
    any direction, they just sit where you put them. These are simply
    decorations. They won't do anything.
    "file" is the model to use, the format should be "path/filename.mdl".
    "noise" is the wav file to play.
    "stone" 0 or 1. 0 is SOLID_NOT, 1 is SOLID_SLIDEBOX.
    "maxskins" The number of skins in the model. Remember that the
     first skin is 0. If your model only has one skin, set this to 0.
    "maxframes" Exactly the same as maxskins, but used for .mdl animation.
     The model will go from minframes to maxframes.
    "minframes" Set this to your desired starting frame. This way you can
     use a monster model as a statue and specify which frame it displays or
     starts from. That's the general idea, anyway.
    "health" Set this to any number you want. If you set this, also set the
     gib_mdl key. If you don't, quake will prolly crash with a "mod_numforname"
     error or something.
    "gib_mdl" only needed if you set health. This is the model thrown when the
     model is destroyed.
