===================================

BlastChamber Entities

===================================

These are the required entities for Blast Chamber maps.

The greatest thing to notice is the "BCTeam" variable, which is available for all entities EXCEPT "BC_Blast".  This defines which team the entity works for.  The entities can be combined with the BCTeam variable to create specialized TeamPlay and BlastCTF maps.  
TeamPlay maps, for example, could include the BC_BlastKey entity with BCTeam set to 0.  The Detonators and Safe Zones would be created for each team.  As a result, all teams can grab the key, take it to their own detonator, and run for their own Chamber (which is the only one that actually works.)

BlastCTF maps include separate keys, detonators, and Chambers for ALL teams.  Anything else is considered a TeamPlay map.


BC_Blast offers four settings.

==========
SafeZone 
========== 

Ent Name = BC_SafeZone

Settings
	Nothing needs to be set for this just chuck it in level

+++++++++
FOR CTF
+++++++++
 BCTeam         Needs to be set to:
		0 or not setting means it works in all blasts.
		1 = BlueTeam
		2 = RedTeam
		3 = GreenTeam
		4 = YellowTeam

Description.
	This is the place where players will NOT be effected by the blast.
	It is placed the same way a trigger would covering the entire area
	you want to be safe. (I recomend that any safe zones be in a closing area.)






==========
BlastKey 
==========

Ent Name = BC_BlastKey
	
Settings
	Nothing needs to be set for this just chuck it in level

+++++++++
FOR CTF
+++++++++
 BCTeam         Needs to be set to:
		0 or not setting means it works in all blasts.
		1 = BlueTeam
		2 = RedTeam
		3 = GreenTeam
		4 = YellowTeam




Description.
	This is the BlastKey start position the BlastKey will only start here
	When the level begins. (Might change later but ent should stay the same)






==========
Blast
==========

Ent Name = BC_Blast
	
Settings
	Style   -  needs to be set
		1 = Shockwave
		2 = Nuke
		3 = Napalm
		4 = PoisonGas
		Anyother number results in a Nuke.

Also targets can be set for these ents but their target name cannot!


Description.
	This is the invisible ent that causes the blast. 
	It can be placed anywhere in the level for effects 2, 3, and 4.
	With effect 1, the effect is visible at the blast point. 

	(Please do not use multiple BC_Blast entities in your map.)




==========
Detonator
==========

Ent Name = BC_Detonator

Settings
	Nothing needs to be set for this just chuck it in level
	It's not a model, so you'll have to build it into the level.
	Delay = (Can be set to prolong countdown)

+++++++++
FOR CTF
+++++++++
 BCTeam         Needs to be set to:
		0 or not setting means it works for all teams.
		1 = BlueTeam
		2 = RedTeam
		3 = GreenTeam
		4 = YellowTeam

Description.
	This ent is placed exactly as a trigger would be at the point you want the Key to activate the Blast.
	There is no model; the Deton8r model is for Threewave CTF maps only.



==========
BlastKey Respawnpoint
==========

Ent Name = BC_BlastKeyRespawnpoint

Settings
	Nothing needs to be set for this just chuck it in level

+++++++++
FOR CTF
+++++++++
 BCTeam         Needs to be set to:
		0 or not setting means it works for all teams.
		1 = BlueTeam
		2 = RedTeam
		3 = GreenTeam
		4 = YellowTeam

Description
	This is where the BlastKey can respawn 
	If you want it to respawn in one place you place one of these in the level.
	If you want it to randomly spawn in different places you add more.

IMPORTANT - YOU MUST HAVE AT LEAST 1 OF THESE IN THE LEVEL AND MUST BE ABLE TO GET TO IT
			OR BLASTKEY WILL BE LOST!




==========
BlastDoor
==========

Ent Name = Same as normal door

Settings
	Targetname 
		Must be set to "blastdoor".
	(Must be set to  toggle to open/close)

Description
	This is a door which moves (Open or Closes) when count reaches 0
	Any door with this targetname is also a crusher (to prevent it staying open through blast)
	Anything else you want to happen when count reaches 0 can 
	have a target name of "blastdoor". (It will also be triggered at end of blast)





Blast Chamber also adds the following features:

==========================
MAPPER CONTROLABLE LIGHTS
==========================

Ent Name = No Name just normal light.

Settings
	To make patterned lights the style must be different for each pattern
	and lights that the mapper wants to be the same can share a style
	(A new style for each new pattern)
	Only 20 different types of definable lights per level (20 different patterns)
	The styles avaliable are from 12 to 31 anything below 
	12 is already used and so is anything above 31.

	This means that you can create 20 new patterns for a level and any number of lights can use them.

	To deffine a new pattern you choose a style number from 12 to 31
	You then set pattern to the pattern you want using letters from a to z

	For example:
	STYLE = 12
	PATTERN = mamamamamama
	This would make a light with the fast strobe effect

	To get another light to do the same pattern without wasting a style (ONLY 20 PER LEVEL)
	Set style to the same and leave pattern blank.

	Example
	STYLE = 12
	This would give a light with the same fast strobe pattern as above.

	STYLE 
		Is set to a number from 12 to 31 for different styles

	PATTERN
		This is the a-z which makes the style (eg.mamamamamama, makes a fast strobe)
		a is total darkness
		z is full brightness

Description.
	These allow new styles of lighting (like Strobe and Candle Flicker)
	To be added by the mapper to make lighting ALOT better in levels.
	(Could be used to stob all lights doing the same.
	eg. move sequence allong to get different timing.)




===========
HOOK
===========
To disable hook add "hook" to worldspawn
with a value of 1.

(This only works if the server uses the "set hook 2" command.)


Other info;
Any thing you want to be triggered at blast can have a 
target name "blast".

Please examine the BC maps for more info...


++++++++++++++++++++++
======================

FOR CTF

======================
++++++++++++++++++++++

For: info_player_deathmatch

Settings:
 BCTeam         Needs to be set to:
		0 or not setting means it works for all teams.
		1 = BlueTeam
		2 = RedTeam
		3 = GreenTeam
		4 = YellowTeam

BTW: The banners from original ctf also work in BCCTF (Only red and blue)




====================================================
ANY HELP, IDEAS OR BUGS

Please leave on message on BC Messageboard

Email me at:	ben@planetquake.com

Or if I am on the Internet
ICQ me at:		3857490
=====================================================
