Game Function: This atttracts bots which have a camping preference in their A.I. characteristics. It should be placed at least 32 units away from any brush surface.
range: number of units that the bot can move away from camp entity while camping on it.
weight: number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values.
Examples of Q3A bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of Q3A bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero. Info_Camp entities should be reachable by "normal" means, including relatively non-complex rocket jumps.
Game Function: Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
targetname: must match the target key of entity that uses this for pointing.
Game Function: Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes.
Game Function: Normal player spawning location for Q3A levels.
angle: direction in which player will look when spawning in the game. Does not apply to bots.
nobots: when set to 1, bots will never use this spawn point to respawn in the game.
nohumans: when set to 1, human players will never use this spawn point to respawn in the game.
Design Tip: If you include an info_player_deathmatch entity in a CTF map, players from both teams can respawn at that location. Great for placing respawn spots in contested central battleground areas.
Game Function: Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.
angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
target: point this to an info_notnull or target_position entity to set the camera's pointing angles.
In Single Player bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. If the origin point of the podium model is inside brush geometry, the podium will not draw. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.
Game Function: Player spawn location. It works in Quake III Arena, but is not used in the id maps. Use info_player_deathmatch instead.