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docs/editing/Entities-other.md

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## Types of Entities
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<table cellspacing="10" style="width:100%">
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<tr>
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<td width="174">
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actor
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</td>
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<td width="219">
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spawnpoint for an enemy type in Campaign or Onslaught mode
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</td>
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</tr>
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<tr>
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<td width="174">
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affinity
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</td>
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<td width="219">
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special mode objects such as Flags and Bombs
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</td>
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</tr>
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<tr>
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<td width="174">
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camera
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</td>
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<td width="219">
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camera for spectv viewing mode
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</td>
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</tr>
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<tr>
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<td width="174">
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checkpoint
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</td>
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<td width="219">
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respawn point for campaign and timetrial modes
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</td>
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</tr>
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<tr>
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<td width="174">
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envmap
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</td>
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<td width="219">
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an entity that maps a reflection inside its radius to reflective surfaces
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</td>
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<tr>
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<td width="174">
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light
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</td>
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<td width="219">
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a spherical light max: 255 255 255
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</td>
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</tr>
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<tr>
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<td width="174">
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lightfx
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</td>
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<td width="219">
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animates a light when linked to a light entity (see Linking Objects)
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</td>
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</tr>
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<tr>
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<td width="174">
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mapmodel
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</td>
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<td width="219">
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a numbered mapmodel
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</td>
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</tr>
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</table>
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`Mapmodel Palette:`
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`palette is the colour type (0 = misc colours, 1 = team colours)`
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`palindex is the subset of each palette ->`
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`palette 0 = (0 = off, 1/2/3 = random pulse colours [fire/etc], 4/5/6 = linearly interpolated pulse colours)`
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`palette 1 = (0/1/2/3/4/5 = team colours neutral/alpha/omega/kappa/sigma/enemy (only in team games), 6/7/8/9/10/11 = forced team colour)`
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`colour is a specific colour you want to apply to the model (24 bit colour value, eg. 0xRRGGBB in hex)`
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<table>
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<tr>
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<td width="174">
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particles
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</td>
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<td width="219">
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particles like smoke and fire
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</td>
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<tr>
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<td width="174">
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playerstart
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</td>
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<td width="219">
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spawn point for players
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</td>
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</tr>
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<tr>
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<td width="174">
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pusher
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</td>
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<td width="219">
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pushes a player in the direction indicated by its arrow
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</td>
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</tr>
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</table>
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`Pusher Type:`
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`0 (conditional) will only apply a force if the velocity on each axis to which it is applying it to is below the amount threshold.`
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`1 (additional) will add the force to the current velocity.`
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`2 (redirectional) will take the current velocity and redirect it into the pusher direction and apply the force.`
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`3 (absolute) will simply replace the current velocity with the pusher direction and force."`
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<table>
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<tr>
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<td width="174">
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sound
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</td>
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<td width="219">
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a sound that plays when a player is within its radius
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</td>
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</tr>
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<tr>
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<td width="174">
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sunlight
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</td>
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<td width="219">
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creates a directional light
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</td>
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</tr>
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<tr>
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<td width="174">
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teleport
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</td>
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<td width="219">
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portal. Link more than one of these to travel between them (see Linking)
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</td>
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</tr>
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<tr>
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<td width="174">
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trigger
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</td>
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<td width="219">
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triggers an other entities such as sounds and doors when a player is within its radius (see Linking)
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</td>
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</tr>
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<tr>
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<td width="174">
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weapon
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</td>
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<td width="219">
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creates a spawn point for a weapon.
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</td>
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</tr>
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<tr>
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<td width="174">actor</td>
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<td width="219">spawnpoint for an enemy type in Campaign or Onslaught mode</td>
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</tr>
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<tr>
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<td width="174">affinity</td>
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<td width="219">special mode objects such as Flags and Bombs</td>
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</tr>
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<tr>
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<td width="174">camera</td>
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<td width="219">camera for spectv viewing mode</td>
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</tr>
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<tr>
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<td width="174">checkpoint</td>
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<td width="219">respawn point for campaign and timetrial modes</td>
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</tr>
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<tr>
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<td width="174">envmap</td>
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<td width="219">an entity that maps a reflection inside its radius to reflective surfaces</td>
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<tr>
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<td width="174">light</td>
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<td width="219">a spherical light max: 255 255 255</td>
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</tr>
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<tr>
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<td width="174">lightfx</td>
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<td width="219">animates a light when linked to a light entity (see Linking Objects)</td>
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</tr>
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<tr>
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<td width="174">mapmodel</td>
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<td width="219">
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<p>a numbered mapmodel</p>
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<p>Mapmodel Palette:</p>
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<ul>
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<li><code>palette</code> is the colour type (0 = misc colours, 1 = team colours)</li>
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<li><code>palindex</code> is the subset of each palette -></li>
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<li><code>palette 0</code> = (0 = off, 1/2/3 = random pulse colours [fire/etc], 4/5/6 = linearly interpolated pulse colours)</li>
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<li><code>palette 1</code> = (0/1/2/3/4/5 = team colours neutral/alpha/omega/kappa/sigma/enemy (only in team games), 6/7/8/9/10/11 = forced team colour)</li>
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<li><code>colour</code> is a specific colour you want to apply to the model (24 bit colour value, eg. `0xRRGGBB` in hex)</li>
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</td>
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</tr>
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<tr>
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<td width="174">particles</td>
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<td width="219">particles like smoke and fire</td>
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<tr>
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<td width="174">playerstart</td>
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<td width="219">spawn point for players</td>
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</tr>
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<tr>
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<td width="174">pusher</td>
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<td width="219">
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<p>pushes a player in the direction indicated by its arrow</p>
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<p>Pusher Type:</p>
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<ul>
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<li><code>0</code> (conditional) will only apply a force if the velocity on each axis to which it is applying it to is below the amount threshold.</li>
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<li><code>1</code> (additional) will add the force to the current velocity.</li>
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<li><code>2</code> (redirectional) will take the current velocity and redirect it into the pusher direction and apply the force.</li>
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<li><code>3</code> (absolute) will simply replace the current velocity with the pusher direction and force."</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td width="174">sound</td>
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<td width="219">a sound that plays when a player is within its radius</td>
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</tr>
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<tr>
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<td width="174">sunlight</td>
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<td width="219">creates a directional light</td>
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</tr>
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<tr>
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<td width="174">teleport</td>
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<td width="219">portal. Link more than one of these to travel between them (see Linking)</td>
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</tr>
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<tr>
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<td width="174">trigger</td>
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<td width="219">triggers an other entities such as sounds and doors when a player is within its radius (see Linking)</td>
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</tr>
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<tr>
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<td width="174">weapon</td>
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<td width="219">creates a spawn point for a weapon.</td>
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</tr>
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</table>
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## Linking Entities
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Some entities may be linked together.

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