trigger_multiple
/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED ANY
Variable sized repeatable trigger.  Must be targeted at one or more entities.
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
--------KEYS---------
delay   - Time to wait after activating before firing.
message - text string to display when activated
wait    - Seconds between triggerings. (.2 default)
sounds  - sound made when activating
1)    secret
2)    none
3)    large switch
*/

******************
trigger_once
/*QUAKED trigger_once (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED ANY
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it

sounds
 1)    secret
 2)    no sound
 3)    large switch

"message"    string to be displayed when triggered
*/

******************
trigger_relay
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/

******************
trigger_puzzle
/*QUAKED trigger_puzzle (.5 .5 .5) (-8 -8 -8) (8 8 8)  NO_TEXT  NO_TAKE
A relay trigger that only fires it's targets if player has the proper puzzle item.
------KEYS--------------
NO_TEXT - won't generate the "You need..." text when triggered
NO_TAKE - don't take puzzle item from player inventory
------FIELDS------------
Use "item" to specify the required puzzle item, for example "key_data_cd"
*/

******************
trigger_counter
/*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE
Acts as an intermediary for an action that takes multiple inputs.

If NOMESSAGE is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.

After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/

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trigger_always
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/

******************
trigger_playerusepuzzle
/*QUAKED trigger_playerusepuzzle (.5 .5 .5) ?  MONSTER NOT_PLAYER TRIGGERED ANY NO_INVENTORY DONT_REMOVE
Player can 'use' puzzle items within this entity.  Will remove itself after one use.
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
NO_INVENTORY - don't show inventory bar, don't take puzzle piece
DONT_REMOVE - entity won't remove itself after one use
*/

******************
trigger_playerpushbutton
/*QUAKED trigger_playerpushbutton (.5 .5 .5) ?
Triggers player to know he is near a button. 
*/

******************
trigger_elevator
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/

******************
trigger_Deactivate
/*QUAKED trigger_Deactivate (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED ANY
Variable sized repeatable trigger, which posts a SUSPEND message to its target.
Must be targeted at one or more entities.
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
--------KEYS-----------
delay - If set, the trigger waits this amount after activating before firing.
wait  - Seconds between triggerings. (.2 default)
message - text string displayed when triggered
*/

******************
trigger_Activate
/*QUAKED trigger_Activate (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED ANY
Variable sized repeatable trigger, which posts a UNSUSPEND message to its target.
Must be targeted at one or more entities.
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
------KEYS-----------
delay - If set, the trigger waits this amount after activating before firing.
wait  - Seconds between triggerings. (.2 default)
message - text string displayed when triggered
*/

******************
choose_CDTrack
/*QUAKED choose_CDTrack (.5 .5 .5) ? NO_LOOP
Variable sized repeatable trigger which chooses a CD track.
------KEYS-----------
style - # of CD track to play
NO_LOOP - allows you to set the track to play not to loop
*/

******************
trigger_quit_to_menu
/*QUAKED trigger_quit_to_menu (.5 .5 .5) ?
Player only, quits to menu
*/

******************
trigger_mappercentage
/*QUAKED trigger_mappercentage (0.3 0.1 0.6) ?  MONSTER NOT_PLAYER TRIGGERED ANY
When triggered it updates Player with the percentage of the level completed.
--------FLAGS----------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
----------KEYS---------------
count - amount of level completed
*/

******************
trigger_lightning
/*QUAKED trigger_lightning (0.3 0.1 0.6) ? MONSTER NOT_PLAYER TRIGGERED ANY
Triggers a lightning bolt
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
-------KEYS--------------------
origin-- Starting point.
target-- Ending point entity.  
         There may be more than one with a given targetname.
delay-- (0-25.5) Sec. duration of lightning.  
         Leave this at zero for a normal strike
materialtype-- 0=blue, 1=red
style-- Width of bolt.  Red rain uses 6.
wait - amount of time until it will become active again (default 10).
*/

******************
trigger_quake
/*QUAKED trigger_quake (0.3 0.1 0.6) ? MONSTER NOT_PLAYER TRIGGERED ANY
Triggers an earth quake
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
--------KEYS---------------------
wait - amount of time until it will become active again (default 10). -1 makes it go away for ever.
count - max number of pixels to shake screen (default 20)
time - duration to the tenth of a second  (range 0 - 12.8) (default 2)
style - direction of shake
1 - SHAKE_LATERAL   
2 - SHAKE_VERTICAL  
4 - SHAKE_DEPTH     
7 - SHAKE_ALL_DIR  (default)
*/

******************
trigger_mission_give
/*QUAKED trigger_mission_give (0.3 0.1 0.6) ? MONSTER NOT_PLAYER TRIGGERED ANY
Gives player(s) the current mission objectives
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
-------KEYS--------------------
message - number of line from strings.txt, put in objectives
wait - amount of time until it will become active again (default 10).
*/

******************
trigger_mission_take
/*QUAKED trigger_mission_take (0.3 0.1 0.6) ? MONSTER NOT_PLAYER TRIGGERED ANY TAKE1  TAKE2
Removes player(s) the current mission objectives
-------SPAWN FLAGS-------------
MONSTER - only a monster will trigger it
NOT_PLAYER -  can't be triggered by player
TRIGGERED - starts trigger deactivated
ANY - anything can activate it
TAKE1 mission statement 1
TAKE2 mission statement 2
-------KEYS--------------------
wait - amount of time until it will become active again (default 10).
*/

******************
trigger_farclip
/*QUAKED trigger_farclip (0.5 0.5 0.5) ? 
Allows the console var Farclip to be reset - this is a toggle function - if triggered
and far-clip is set to the default, it will be reset to the value passed in. If its the
value passed in, its reset to the default. Be aware that there must be no teleport
destinations within the area that has a reset far-clip.
-------SPAWN FLAGS-------------
-------KEYS--------------------
scale - distance to set far clip to. Default of farclip is 4096.0
*/

******************
trigger_endgame
/*QUAKED trigger_endgame (.5 .5 .5) ?
End game trigger. once used, game over
*/

******************
trigger_playerpushlever
/*QUAKED trigger_playerpushlever (.5 .5 .5) ?  x1 x2 TRIGGERED 
Triggers player to know he is near a lever.
*/

******************