(
        
          Signals the beginning of a block of commands
        
        )
        
          Signals the end of a block of commands
        
        accel( Float xAccFloat yAccFloat zAcc[ Float delay ] 
          )
        
          Set the acceleration of the spawned tempmodel.
          This acceleration is applied using the world axis
        
        addsoundeffect( String surfacetypeString name )
        
          The surface type and name of the effect
        
        addspawneffect( String surfacetypeString name )
        
          The surface type and name of the effect
        
        alias( String aliasString realPath[ String arg1 ][ String 
          arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String arg6 ] )
        
          Create an alias to the specified path
        
        aliascache( String aliasString realPath[ String arg1 
          ][ String arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String 
          arg6 ] )
        
          Create an alias to the specified path and cache the resource
        
        align
        
          Align the tempmodels to the direction they are traveling
        
        alignonce
        
          Align the tempmodels to the direction they are traveling at the time 
          they are initialized
        
        alpha( Float alpha )
        
          Set the alpha of the spawned tempmodel
        
        alwayscreate
        
          Always creates a new beam instead of replacing odd one.
        
        angles( [ String [randomtype] ]Float pitch[ String [randomtype] 
          ]Float yaw[ String [randomtype] ]Float roll )
        
          The angles of the object.If random type is not specified, then the component 
          will be just set
          without randomness.
        
        anim( String animation )
        
          Set a tempmodel the the specified animation
        
        animateonce
        
          Set a tempmodel to animate once and then get removed
        
        autocache( String resourceName )
        
          Cache the specified resource
        
        avelocity( [ String [randomtype] ]Float yawVel[ String 
          [randomtype] ]Float pitchVel[ String [randomtype] ]Float rollVel )
        
          Set the angular velocity of the spawned tempmodel
        
        beam_offset_endpoints
        
          Make the beams endpoints offset to reduce the bunching up effect
        
        beamdelay( [ String [randomtype] ][ Float delay ] )
        
          Set the delay time between creating new beams.
          If the keyword randomtype is specified, the delay between beams will 
          be random
        
        beamlength( Float length )
        
          Set the length of the beam or trace length (for decals)
        
        beampersist
        
          Make the beams persist instead of blinking out
        
        beamshader( String shadername )
        
          Set the shader to use for the beam
        
        beamsphere( Integer count )
        
          Create a sphere shaped beam effect from the origin. Count is the number 
          of beams
        
        beamtoggledelay( [ String [randomtype] ][ Float delay 
          ] )
        
          Set a delay between toggling the beams on and off.
          If the keyword randomtype is specified, the delay between toggling will 
          occur randomly
        
        beamwave
        
          Makes the beam behave as a wave.
        
        bouncedecal( [ Integer maxamount ][ Integer temporary 
          ] )
        
          Put a mark when the tempmodel bounces and hits a surface
          maxamount = Max amount of decals to make when bouncing
          temporary = specify 1 for a temporary mark that only appears for a short 
          time, 0 for a decal that stays aroung longer (default is 0)
          A decal shader must be specified using decalshader
        
        bouncefactor( Float factor )
        
          Set the bounciness of a tempmodel when it hits a solid.
          A factor > 1 will make the model bounce higher and higher on each hit
        
        bouncesound( String sound[ Float [delay] ] )
        
          When bouncing, what sound to play on impact and an option delay (default 
          is 1 second) between playing this sound
        
        bouncesoundonce( String sound )
        
          When bouncing, what sound to play on impact one time
        
        cache( String resourceName )
        
          Cache the specified resource
        
        canendearly
        
          Makes it so the beam can end early if it hits something.
        
        chancetoemitatcamera( Float chance )
        
          sets the percent chance that particles will be emitted towards camera
        
        circle
        
          Set the tempmodels to be spawned in a circle around the origin
          This circle will be generated in the X/Y axis of the model
        
        client( [ String arg1 ][ String arg2 ][ String arg3 ][ 
          String arg4 ][ String arg5 ][ String arg6 ] )
        
          Execute the specified command arg string
        
        collision( [ String water ] )
        
          Turn on collision for the tempmodel.
          If the keyword water is specified, then the tempmodel will collide with 
          water
        
        color( Float color_redFloat color_greenFloat color_blue[ 
          Float alpha ] )
        
          Set the color (modulate) of the spawned tempmodel.
        
        colorrange( Float color_red_startFloat color_green_startFloat 
          color_blue_startFloat color_red_endFloat color_green_endFloat color_blue_end[ 
          Float time ] )
        
          Sets the color range of the spawned tempmodel.
        
        commanddelay( Float timeInteger commandnumber[ String 
          [arg1] ][ String [arg2] ][ String [arg3] ][ String [arg4] ][ String 
          [arg5] ][ String [arg6] ] )
        
          Set the time delay between this command getting executed. This requires 
          a command number to be assigned here.
          This is internally used to keep track of the commands this entity executes 
          and will resolve naming conflicts.
        
        count( Integer count )
        
          Set the number of tempmodels that are spawned
          This is only used for the originspawn and tagspawn commands,
          and not for emitters, use spawnrate instead
        
        decalradius( Float radius )
        
          Set the radius of the decal
        
        decalshader( String shadername )
        
          Set the shader to use for the impact decal.
          Use bouncedecal to turn on bounce decals.
        
        definesoundeffect( String effectnameString mapnameString 
          soundname )
        
        definespawneffect( String effectnameString mapname )
        
        detail
        
          Set emitter/tempmodel to be detail. Which can be turned off by detail
        
        dietouch
        
          Set the spawned tempmodels to die when they touch a solid
        
        direction( [ String [randomtype] ]Float yawDir[ String 
          [randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDir )
        
          Add a random component to the regular velocity.
          If random type is not specified, then the component will just be added
          without randomness.
        
        dlight( Float color_redFloat color_greenFloat color_blueFloat 
          intensity[ String type1 ][ String type2 ] )
        
          This makes the emitter itself a dynamic lightThe red,green,blue parms 
          are the color of the light
          The intensity is the radius of the light
          type is the type of light to create (lensflare,viewlensflare,additive)
        
        dofade( Float fade_delayFloat fadein_timeBoolean alpha_only 
          )
        
          Fades the model with the parameters outlined above
        
        drag( Float drag[ Float dragDelay ] )
        
          Set the drag coeffcient. Example, 0.5 drag is half the speed every frame. 
          dragDelay is the time the particle waits before the drag is applied.
        
        duplicatecount( Integer num )
        
          Set a duplication number for the tempmodels
        
        effectmap( String name )
        
          Declaration for the effect map
        
        emitteroff( String emitterName )
        
          Turn the specified emitter off
        
        emitteron( String emitterName )
        
          Turn the specified emitter on
        
        emitterspin
        
          sets particles to spin based on emitter origin
        
        endalpha( Float alpha )
        
          Set the alpha of the beam's endpoint
        
        entcolor( Float color_redFloat color_greenFloat color_blue[ 
          Float alpha ] )
        
          Set the color(modulate) of this entity
        
        exclusivelight( String exclusiveName )
        
          Set the exclusive entity lighting tag name for a tiki
        
        fade( [ Boolean Alpha_Only ] )
        
          Set the tempmodel to fade out over it's life -- Set to 1 to fade Alpha 
          only
        
        fadedelay( Float time )
        
          Set the amount of time to delay a fade
        
        fadein( [ Float time ] )
        
          Set the tempmodel to fade in over the specified time
        
        flicker
        
          Set the tempmodel to change it's alpha every frame. Creates a flickering 
          effect
        
        footstep( String tagname[ String creaturetype ] )
        
          Place a footprint that is appropriate to the surface we are currently 
          stepping on
        
        footstepsound( [ Integer channel ][ Float volume ][ Float 
          min_dist ] )
        
          Places an appropriate footstep sound based on the surface we are currently 
          stepping on
        
        freq( Float frequency )
        
          Modifies the frequency of a wavy beam (default is 10).
        
        fullbeamwave
        
          Makes the beam behave as one big wave.
        
        globalfade( [ String [in|out] ] )
        
          Set the tempmodels to globally fade in or out together
        
        hardlink
        
          Set the tempmodels linked to the model they are spawned from, so they 
          move with it
        
        hide
        
        hitEntities( Boolean hit_entities_bool )
        
          Whether or not entities can be hit with this effect
        
        hitWorld( Boolean hit_world_bool )
        
          Whether or not world can be hit with this effect
        
        inwardsphere( Float radius )
        
          Create the tempmodels in a sphere around the origin, and adjust their
          angle so they point toward the center of the sphere. This is best used 
          with a
          spehere radius and some velocity so the models look like they're heading 
          toward the
          center of the sphere.
        
        itemringshader( String shader_name )
        
          Makes this item use a different item shader.
        
        lensflare( String lensflare_nameFloat color_redFloat 
          color_greenFloat color_blue[ Float scale ][ String replacement_shader_name 
          ] )
        
          This makes the emitter itself a lensflare
        
        life( Float life )
        
          Set the life (in seconds) of the spawned tempmodel
        
        lightstyle( String nameOfImage )
        
          Set a lightstyle to determine the color of this tempmodel, the image
          specified is used to determine the look of the light style
        
        loopsound( String soundName[ Float volume ][ Float min_distance 
          ] )
        
          Play the specifed sound as a looping sound
        
        lscalerate( Float rate )
        
          Sets the linear scaling rate of the spawned tempmodel
          If a negative rate is used, the model will shrink
        
        maxoffset( Float maxoffset )
        
          Set the maximum offset from center in a beam
        
        minoffset( Float minoffset )
        
          Set the minimum offset from center in a beam
        
        model( String modelname1[ String modelname2 ][ String 
          modelname3 ][ String modelname4 ][ String modelname5 ][ String modelname6 
          ] )
        
          Set the modelname of the tempmodel. If more than 1 model is specified, 
          it will
          be randomly chosen when spawned
        
        note( String note )
        
        numsegments( Integer numsegments )
        
          Set the number of segments in a beam
        
        offset( [ String [randomtype] ]Float offsetX[ String 
          [randomtype] ]Float offsetY[ String [randomtype] ]Float offsetZ )
        
          If random type is not specified, then the component will just be added
          without randomness.
          This offset is applied using the world axis.
        
        offsetalongaxis( [ String [randomtype] ]Float offsetx[ 
          String [randomtype] ]Float offsety[ String [randomtype] ]Float offsetz 
          )
        
          If random type is not specified, then the component will just be added
          without randomness.
          This offset is applied using the model's local axis
        
        oneFrameOnly
        
          Makes the emitter only last one frame
        
        orientation( Float degrees )
        
          Set the degrees to orient the decal. Specify 'random' to use a random 
          orientation
        
        originbeamemitter( String name )
        
          Spawn beams from the origin.
          This command is followed by a ( to specify a block of commands that 
          modify the beam
        
        originbeamspawn( String emitterName )
        
          Spawn a beam from the origin.
          This command is followed by a ( to specify a block of commands that 
          modify the beam
        
        origindlight( Float color_redFloat color_greenFloat color_blueFloat 
          intensityFloat life[ String type1 ][ String type2 ] )
        
          Spawn a dynamic light from the origin of the model
          The red,green,blue parms are the color of the light
          The intensity is the radius of the light
          type is the type of light to create (lensflare,viewlensflare,additive)
        
        originemitter( String emitterName[ String tikiName ][ 
          Boolean startoff ] )
        
          Create an emitter that spawns tempmodels from the origin.
          This command is followed by a ( to specify a block of commands that 
          modify the tempmodels
        
        originspawn
        
          Spawn tempmodels from the origin.
          This command is followed by a ( to specify a block of commands that 
          modify the tempmodels
        
        parallel
        
          Set tempmodel to be parallel to the viewer
        
        parentangles
        
          Set the tempmodels angles to that of its parent
        
        parentlink
        
          Set the tempmodels linked to the parent, so they move with the parent 
          model
        
        particlespin
        
          sets particles to spin based on own origin
        
        physicsrate( String rate )
        
          Set the rate (in updates per second) for the tempmodel's physics to 
          be updated
        
        print( String string )
        
        radius( Float radius )
        
          Set the radius of the sphere for the inwardsphere amd sphere settings
        
        randomchance( Float percentage[ String [arg1] ][ String 
          [arg2] ][ String [arg3] ][ String [arg4] ][ String [arg5] ][ String 
          [arg6] ] )
        
          Set the percentage chance that command will occur
        
        randomroll
        
          Set the tempmodels so they pick a random roll value every frame
        
        randvel( [ String [randomtype] ]Float xVel[ String [randomtype] 
          ]Float yVel[ String [randomtype] ]Float zVel )
        
          Add a random component to the regular velocity.
          If a random type is not specified, then the component will just be added
          without randomness.
          This velocity is applied using the world axis
        
        randvelaxis( [ String [randomtype] ]Float forwardVel[ 
          String [randomtype] ]Float rightVel[ String [randomtype] ]Float upVel 
          )
        
          Add a random component to the regular velocity.
          If random type is not specified, then the component will just be added
          without randomness.
          This velocity is applied using the parent axis
        
        scale( Float scale )
        
          Set the scale of a spawned tempmodel
        
        scaledelay( Float scale_delay )
        
          Sets the Delay before the model scales
        
        scalemax( Float scalemax )
        
          Set the maximum scale of a spawned tempmodel
        
        scalemin( Float scalemin )
        
          Set the minimum scale of a spawned tempmodel
        
        scalerate( Float rate )
        
          Set the scaling rate of the spawned tempmodel
          If a negative rate is used, the model will shrink
        
        scaleupdown
        
          Set the tempmodel to scale up to scale value and then down.
        
        setspinrate( Float spin_PitchFloat spin_YawFloat spin_Roll 
          )
        
        setwindeffect( Float windeffect )
        
          sets the amount that emitted objects are affected by wind
        
        sound( String soundName[ Integer channel ][ Float volume 
          ][ Float min_distance ][ Float max_pitch_difference ][ Float min_pitch_difference 
          ] )
        
        spawneffect( String name )
        
        spawnrate( Float rate )
        
          Set the spawnrate of the emitter (models per second).
          This is only used for emitters and not for the originspawn and tagspawn 
          commands
        
        sphere
        
          Set the tempmodels to spawn in a sphere around the origin.
          If sphereradius is set, the tempmodels will spawn at the radius distance 
          from
          the origin
        
        spread( Float spreadxFloat spready[ Float endspreadx 
          ][ Float endspready ][ Float spreadtimedelta ] )
        
          Add a random variance in the spawned beam in the forward direction by 
          the amound specified in spreadx and spready, optionally with an end 
          spread/time
        
        startoff
        
          Signals an emitter to start in the off state (no tempmodels are emitted)
        
        stopsound( Integer channel )
        
          Stops the sound on the specified channel.
        
        surfaceSound( String baseSurfaceSound[ Integer channel 
          ][ Float volume ][ Float min_dist ] )
        
          Places an appropriate sound based on the surface we are currently stepping 
          on
        
        swarm( Integer frequencyFloat maxspeedFloat delta )
        
          Create a swarm like effect that the tempmodels follow when they are 
          spawned
          frequency is how often they change direction
          maxspeed is how fast the tempmodel will move (it's randomly generated 
          every
          time the frequency is hit
          delta is how much the tempmodel moves toward the origin every frame
        
        swipe( [ Vector origin ] )
        
          Do a swipe and add it on to the swipe rendering list.
        
        swipeoff
        
          Signal the end of a swipe
        
        swipeon( String shaderString startTagNameFloat endTagNamelifeFloat 
          life )
        
          Signal the start of a swipe from the current tag
        
        tagbeamemitter( String tagstartString name[ String tagend 
          ] )
        
          Create a beam emitter that uses 2 tags to determine it's start and end 
          position
        
        tagbeamspawn( String tagstart )
        
          Spawn a beam that uses the tag to determine it's starting position.
        
        tagdlight( String tagNameFloat color_redFloat color_greenFloat 
          color_blueFloat intensityFloat life[ String type1 ][ String type2 ] 
          )
        
          Spawn a dynamic light from the specified tag
          The red,green,blue parms are the color of the light
          The intensity is the radius of the light
          type is the type of light to create (lensflare,viewlensflare,additive)
        
        tagemitter( String tagNameString emitterName[ String 
          tikiName ][ Boolean startoff ] )
        
          Create an emitter that spawns tempmodels from the specified tag.
          This command is followed by a ( to specify a block of commands that 
          modify the tempmodels
        
        taglist( String arg1String arg2[ String arg3 ][ String 
          arg4 ][ String arg5 ][ String arg6 ][ String arg7 ][ String arg8 ] )
        
          Set the tag list to create a beam that travels between all the tags
        
        tagspawn( String tagName )
        
          Spawn tempmodels from the specified tag.
          This command is followed by a ( to specify a block of commands that 
          modify the tempmodels
        
        tagtraceimpactmark( String tagname[ Integer temporary 
          ] )
        
          Perform a trace from the specified tag to the maxlength and put the 
          shader as a decal on the surface it hits
          temporary = specify 1 for a temporary mark that only appears for a short 
          time, 0 for a decal that stays aroung longer (default is 0)
        
        tagtraceimpactsound( String tagnameInteger maxlengthString 
          sound[ Boolean isalias ] )
        
          Perform a trace from the specified tag to the maxlength and play a sound 
          at that position
        
        tagtraceimpactspawn( String tagname )
        
          Perform a trace from the specified tag to the maxlength and spawn the 
          specified model there.
        
        tbc_direction( [ String [randomtype] ]Float yawDir[ String 
          [randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDirFloat 
          endTimeBoolean lerp )
        
          Add a random component to the regular velocity.
          If random type is not specified, then the component will just be added
          without randomness.
        
        tbc_particlespin( Float spinrate_xFloat spinrate_yFloat 
          spinrate_zBoolean spinoutFloat start_timeFloat end_timeBoolean lerp 
          )
        
        tbc_spawnrate( Float speedFloat start_timeFloat end_timeBoolean 
          lerp )
        
          TimeBased SpawnRate Command
        
        tbc_speed( Float speedFloat start_timeFloat end_timeBoolean 
          lerp )
        
        todo( String todo )
        
          This is an item that needs to be done
        
        tracecount( Integer count )
        
          Set the number of traces that are done
        
        tracelength( Float length )
        
          Set the length of the trace for the decal
        
        trail( String shaderString startTagString endTagFloat 
          life )
        
          Set the tempmodel to have a swipe that follows it
        
        twinkle( Float mintimeoffFloat maxtimeoffFloat mintimeonFloat 
          maxtimeon )
        
          Set the tempmodel to twinkle with the specified settings
        
        useLastTrace
        
          Makes this trace command use the results from the last trace command
        
        uselasttraceend
        
          Makes this trace command use the end results of the last trace command
        
        velocity( Float forwardVelocity )
        
          Set the forward velocity of the spawned tempmodel
        
        wavy( [ String [randomtype] ]Float distance )
        
          Set the tempmodel to move in a wavy path to a maxmimun of the distance 
          specified