Condition Zero Deleted Scenes.fgd: Difference between revisions
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Note:Hammer 3.5 only supports entity classnames with up to 32 characters. Beyond that, such as
BasvaRroll (talk | contribs) m (cmonerco) |
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{{wrongtitle|title=Condition_Zero_Deleted_Scenes.fgd}} | {{wrongtitle|title=Condition_Zero_Deleted_Scenes.fgd}} | ||
{{note|Hammer 3.5 only supports entity classnames with up to 32 characters. Beyond that, such as <code>monster_terrorist_arctic_grenader</code>, you'll need to export the map to a .map file and fix them manually (Notepad) before compiling.}} | {{note|Hammer 3.5 only supports entity classnames with up to 32 characters. Beyond that, such as <code>monster_terrorist_arctic_grenader</code>, you'll need to export the map to a .map file and fix them manually (Notepad) before compiling.}} | ||
Revision as of 10:55, 17 December 2008
monster_terrorist_arctic_grenader, you'll need to export the map to a .map file and fix them manually (Notepad) before compiling.///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
// Counter-Strike Condition Zero Deleted Scenes // \\ \\
// Valve Hammer Editor 3.5 // \\Converting brush entities into point entities\\
// Last Edited: Friday, October 13, 2006 // \\ Make a point entity where you would like. \\
// // \\ Write down the origin of the entity. \\
// for trouble, contact tsdodo@gmail.com // \\ Change the name of the entity to the \\
// // \\ func one you would like. \\
// credits // \\ Add the corresponding model to \\
// ts2do: // \\ the model key field. \\
// Research of Condition Zero and // \\ Treat body and skin how you would \\
// additions of the entity definitions// \\ with a normal model entity.\\
// tommy14: // \\ Make sure you add the origin of \\
// Tommy's version of CS // \\ your point entity to \\
// Expert fgd 7.9.3c - // \\ this one as they don't \\
// cs_expert-tom793 // FFFFFFFFFFFFFFFFFFFFFFFFF \\ get saved by default. \\
// // FFFFFFFFFFFFFFFFFFFFFFFFF \\ \\
// // FFF \\ WARNING: \\
// // FFF \\ You will not be able to\\
// // FFF \\ see the entity next \\
// // FFF \\ time you load it \\
// // FFF \\ on hammer. Next time \\
// // FFF \\ you save, the origin \\
// // FFF \\ will be erased. \\
// // FFFFFFFFFFFFFFFFF \\ \\
// // FFFFFFFFFFFFFFFF \\ \\
// // FFF \\ \\
// // FFF \\ \\
// // FFF GGGGGGGGGGGGG \\ \\
// // FFF GGGGGGGGGGGGG \\ \\
// // FFF GGGG \\ \\
// // FFF GGGG \\ \\
// // FFF GGGG \\ \\
// // GGGG \\ \\
// // GGGGG GG \\ \\
// // GGGG GGGGGG \\ \\
// // GGGG GG GGG DDDD \\ \\
// // GGGG GGG DDDDDD \\ \\
// // GGGG GGG DD DDDD \\ \\
// // GGGGGGGGGGGGGG DD DDD \\ \\
// // GGGGGGGGGG DD DD \\ \\
// // DDD DD \\ \\
// // DD DD \\ \\
// // DD DD \\ \\
// // DD DD \\ \\
// // DD DD \\ \\
// // DD DDD \\ \\
// // DDDDD \\ \\
//// DD \\\\
/// \\\
// \\
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
//
// Friday, March 31, 2006:
// *Changed WaveHeight in worldspawn from string to integer
// *Changed MaxRange in worldspawn from string to integer
// *Changed master in Master from string to target_destination
// *Changed delay in Targetx from string to float
// *Changed m_iszEntity in Monster from string to target_destination
// *Changed dropchance in Monster from string to float
// *Changed delay in Breakable from string to float
// *Changed master in BaseTank from string to target_destination
// *Changed yawrate in BaseTank from from string to float
// *Changed yawrange in BaseTank from from string to float
// *Changed yawtolerance in BaseTank from from string to float
// *Changed pitchrate in BaseTank from from string to float
// *Changed pitchrange in BaseTank from from string to float
// *Changed pitchtolerance in BaseTank from from string to float
// *Changed barrel in BaseTank from from string to float
// *Changed barrely in BaseTank from from string to float
// *Changed barrelz in BaseTank from from string to float
// *Changed spritescale in BaseTank from from string to float
// *Changed firerate in BaseTank from from string to float
// *Changed bullet_damage in BaseTank from from string to integer
// *Changed persistence in BaseTank from from string to float
// *Changed minRange in BaseTank from from string to float
// *Changed maxRange in BaseTank from from string to float
// *Changed _minlight in BaseTank from from string to integer
// *Changed netname in Door from string to target_destination
// *Changed _minlight in Door from from string to integer
// *Changed delay in gibshooterbase from string to float
// *Changed m_flVelocity in gibshooterbase from integer to float
// *Changed m_flVariance in gibshooterbase from string to float
// *Changed m_flGibLife in gibshooterbase from string to float
// *Changed volume in PlatSounds from integer to float
// *Changed delay in Trigger from string to float
// *Changed m_iszEntity in aiscripted_sequence from string to target_destination
// *Changed m_flRadius in aiscripted_sequence from integer to float
// *Changed m_flRepeat in aiscripted_sequence from integer to float
// *Changed framerate in cycler from integer to float
// *Changed framerate in cycler_sprite from integer to float
// *Changed renderamt in cycler_wreckage from string to integer
// *Changed scale in cycler_wreckage from integer to float
// *Changed life in env_beam from integer to float
// *Changed StrikeTime in env_beam from string to float
// *Changed damage in env_beam from string to float
// *Changed amount in env_blood from string to integer
// *Changed MaxDelay in env_debris from string to float
// *Changed scale in env_explosion from integer to float
// *Changed duration in env_fade from integer to float
// *Changed holdtime in env_fade from integer to float
// *Changed loadtime in env_missionfailure from integer to float
// *Changed holdtime in env_missionfailure from integer to float
// *Changed duration in env_missionfailure from integer to float
// *Changed scale in env_glow from integer to float
// *Changed damage in env_laser from integer to float
// *Changed m_flGibLife in env_liveammoshooter from integer to float
// *Removed second instance of m_flGibLife from env_liveammoshooter
// *Changed velmod in env_liveammoshooter from integer to float
// *Changed messagevolume in env_message from string to integer
// *Changed amplitude in env_shake from string to float
// *Changed radius in env_shake from string to float
// *Changed duration in env_shake from string to float
// *Changed frequency in env_shake from int to float
// *Changed scale in env_shooter from integer to float
// *Changed scale in env_smoker from integer to float
// *Changed MaxDelay in env_spark from string to float
// *Changed framerate in env_sprite from integer to float
// *Changed scale in env_sprite from integer to float
// *Changed _minlight in func_breakable from from string to integer
//
// Saturday, April 10, 2004:
// *Added angles key to ambient_generic for direction to emit sound
// *Added numclip to all ammo entities
// *Added scale key to env_explosion
// *Added the following keys to env_missionfailure
// *rendercolor
// *renderamt
// *loadtime
// *holdtime
// *duration
// *fade_alpha
// *Added the following keys to env_render
// *delay
// *angles
// *head
// *skin
// *Added TriggerTarget and TriggerCondition keys to env_sprite
// *Added skin key to func_breakable, func_pushable, and func_door_rotating
// *Added the following keys to worldspawn
// *lightmultiplier
// *minTime
// *minWindX
// *minWindY
// *maxTime
// *maxWindX
// *maxWindY
// *Added bombdefusetime to trigger_usetool
// *Added angles key to trigger_relay
// *INFO: trigger_relay can support what multi_manager can
// *Added state key to trigger_objective
// *Added master key to trigger_once
// *Added spawnawake keys to monstermaker
// *INFO: (assumed) monstermaker can support what multi_manager can
// *INFO: Saw monster_terrorist_arctic_melee treated like a monstermaker
// *Added the following keys to the monster base
// *alertable
// *weapons
// *behavior
// *count
// *deadanim
// *lightmultiplier
// *sequencename
// *nopvs
// *m_iszEntity
// *Moved dontfall to the monster base
// *Added explodemagnitude key to func_door_rotating
// *Added angles key to func_illusionary
// *Changed buoyancy key in func_pushable to bouyancy
// *Added Breakable base, func_water base, and Door base to func_wall
// *Added angles key to infodecal
// *Added ammo_generic and weapon_deagle entity
// *Added the following to game_player_equip
// *nightvision
// *ammo_generic
// *playerhealth
// *weapon_briefcase
// *Added scale key and nopvs key to item_generic
// *Removed model based func entity support.
// *Got too buggy with hammer.
// *Added skin to env_explosion
// *Added angles to env_glow
// *Added the Door base to the Breakable base
// *Added hinttype key and angles key to info_node and info_node_air
// *Added angles key to info_target
// *Added weapon_briefcase entity
// *Added the following keys to monstermaker
// *dontspawninview
// *monstermodel
//
// Friday, April 9, 2004:
// *Added support for model based func entities
// *Added key density for env_fog.
// *Removed distance keys for env_fog.
// *Added magnitude key to env_explosion.
// *Created sprites for all point based trigger and env entities.
// *Added new keys to the base class Monster for more condition zero support.
// *Added env_liveammoshooter which currently supports 3 ammo types (research if you'd like)
// *Removed Appearflags base class because this is only a single player game!
// *Added chaptertitle key from the half-life fgd.
// *General world weapon update.
// *Changed usetarget to a combobox key.
//
// Thursday, April 8, 2004
// *Basically, all CZ support here not mentioned above was done today.
// *General entity update with keys supported by Condition Zero.
//
// Friday, October 18, 2006
// *Added monster_cockroach info (thanks to brianalbin3)
// *Added monster_rat info (thanks to brianalbin3)
//
// Wednesday, November 22, 2006
// *Added ammo_762natobox info (thanks to brianalbin3)
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////
@SolidClass = worldspawn : "World entity"
[
maptier(integer):"Map Tier"
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 0
light(integer) : "Default light level"
WaveHeight(integer) : "Default Wave Height"
MaxRange(integer) : "Max viewable distance" : 8192
chaptertitle(string) : "Chapter Title Message"
lightmultiplier(integer):"Light multiplier"
radfile(string):"Radfile (unused/unneeded?)"
mapversion(integer):"Map Version":220
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
minTime(integer):"Minimum wind time delay"
minWindX(integer):"Maximum x axis wind"
minWindY(integer):"Maximum Y axis wind"
maxTime(integer):"Maximum wind time delay"
maxWindX(integer):"Maximum x axis wind"
maxWindY(integer):"Maximum Y axis wind"
]
@BaseClass studio() = FuncAddition
[
// model(studio) : "Model (if not brush)"
// body(integer) : "Body (if not brush)"
// origin(string):"Origin (XYZ) (if not brush)"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
]
@BaseClass base(FuncAddition) = Func2
[
// skin(integer) : "Skin (if not brush)"
]
@BaseClass = SniperRifle[]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass studio() = ModelFile
[
model(studio) : "Model"
body(integer) : "Body" : 0
skin(integer) : "Skin" : 0
]
@BaseClass = ZHLT
[
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
[
0: "Normal"
1: "Embedded Fix"
2: "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
6: "Opaque + Concave Fix"
]
zhlt_customshadow(integer) : "Shadow Transparency" : 0
light_origin(string) : "Light Origin (Zhlt 2.2+)"
]
@BaseClass = RenderFxChoices
[
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
lightmultiplier(integer):"Light multiplier"
]
@BaseClass = Master
[
master(target_destination) : "Master"
]
//Based from the expert fgd for cs 1.6 by Tommy
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Netname
[
netname(target_destination) : "Ent-Specific Target"
]
@BaseClass = Classtype
[
//For example:
// TS1
// TS2
// CTS1
// CTS2
classtype(string) : "Team"
]
@BaseClass base(Target) = Targetx
[
delay(float) : "Delay before trigger" : "0.0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass = Angles
[
Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster
[
TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16: "Prisoner" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Fade Corpse" : 0
]
fadespeed(integer) : "Fade Speed"
deathfadedelay(integer) : "Death Fade Delay"
deathfade(integer) : "Death Fade"
deathangle(integer):"Death Angle"
deathanim(string):"Death animation name"
deadanim(string):"Dead animation name"
language(string) : "Language (AM, SP, JA)"
cantmove(choices):"Movement":0=
[
0:"Normal"
1:"1 (Sniper)"
2:"2 (Turret)"
]
weaponaccuracy(integer):"Weapon accuracy"
healthmult(integer):"Health Mult(iplier?)"
netname(target_destination):"Netname"
invulnerable(integer):"Invulnerability"
idleanim(string):"Idle anim name"
cower(integer):"Cower"
head(integer):"Head"
provoke(integer):"Provoke"
//_is_null
//null_null_null_null
//none
usetarget(choices) : "Use Target" : "none" =
[
"none":"none"
"null":"null"
"null_null_null_null":"null_null_null_null"
"_is_null":"_is_null"
"nullnullnull":"nullnullnull"
]
alertable(choices):"Alertable":0=
[
0:"No"
1:"Yes"
]
weapons(integer):"Weapons(numbers determined how?)"
behavior(integer):"Behavior(for what?)"
count(integer):"Count"
lightmultiplier(integer):"Light multiplier"
sequencename(string):"Sequence name"
nopvs(choices):"Include in Potentially Visible Set(PVS)":0=
[
0:"Yes"
1:"No"
]
dontfall(integer):"Don't Fall (to floor?)"
m_iszEntity(target_destination):"Target Monster"
dropchance(float):"Chance of drop": "0.0"
dropitem(choices):"Drop":0=
[
"0":"No Weapon"
"weapon_aug":"Steyr Aug"
"weapon_blowtorch":"BlowTorch"
"weapon_briefcase":"Briefcase"
"weapon_camera":"Camera"
"weapon_deagle":"Desert Eagle"
"weapon_elite":"Elite"
"weapon_fiberobticcamera":"Fiber Optic Camera"
"weapon_flashbang":"FlashBang"
"weapon_g3sg1":"g3sg1?"
"weapon_hegrenade":"HE Grenade"
"weapon_knife":"Knife"
"weapon_mp5navy":"Mp5 Navy"
"weapon_m60":"m60?"
"weapon_m4a1":"Colt Carbine M4A1"
"weapon_radio":"Radio"
"weapon_radiocontrolledbomb":"Radio Controlled Bomb"
"weapon_scout":"Steyr Scout"
"weapon_sg552":"SIG552"
"weapon_smokegrenade":"Smoke Grenade"
"weapon_ump45":"H&K Ump45"
"weapon_xm1014":"Xm1014"
"weapon_awp":"Artic Warfare Magnum"
"weapon_c4":"C4"
"weapon_usp":"Usp"
"weapon_ak47":"Ak47"
"weapon_laws":"LAW (Guessed)"
"ammo_338magnum":"ammo_338magnum"
"ammo_357sig":"ammo_357sig"
"ammo_45acp":"ammo_45acp"
"ammo_45cp":"ammo_45cp"
"ammo_50ae":"ammo_50ae"
"ammo_556nato":"ammo_556nato"
"ammo_556natobox":"ammo_556natobox"
"ammo_57mm":"ammo_57mm"
"ammo_762nato":"ammo_762nato"
"ammo_762natobox":"ammo_762natobox"
"ammo_9mm":"ammo_9mm"
"ammo_buckshot":"ammo_buckshot"
"ammo_generic":"ammo_generic"
]
]
@BaseClass base(Targetname,Target,Global, Master, RenderFields, Angles,ZHLT) = Breakable
[
gibentityvelocity(integer):"Gib velocity"
gibdirection(string): "Gib Direction"
target(target_destination) : "Target on break"
delay(float) : "Delay before fire" : "0.0"
health(integer) : "Strength"
material(choices) : "Material type" : 0 =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Cinder Block"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
explosion(choices) : "Gibs Direction" : 0 =
[
0: "Random"
1: "Relative to Attack"
]
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
grenadetouch(integer):"Grenadetouch" : 0
//this is what weapon or item can damage this breakable
//...for example...
//if you put grenade in this area, it will only be broken by a grenade attack
onlydamagedby(choices):"Only damaged by":""=
[
"":"Nothing"
"weapon_blowtorch":"Blow Torch"
"weapon_knife":"Knife"
"weapon_hegrenade":"HE Grenade"
"bomb":"Radio Controlled Bomb"
"weapon_laws":"Laws"
]
skin(choices) : "Contents" : 0 =
[
0:"Normal"
-1: "Empty"
-2: "Solid"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "Ladder"
]
]
@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
[
// Mainly for use with 1009 team settings (game_team_master)
master(target_destination) : "(Team) Master"
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
]
yawrate(float) : "Yaw rate" : "30.0"
yawrange(float) : "Yaw range" : "180.0"
yawtolerance(float) : "Yaw tolerance" : "15.0"
pitchrate(float) : "Pitch rate" : "0.0"
pitchrange(float) : "Pitch range" : "0.0"
pitchtolerance(float) : "Pitch tolerance" : "5.0"
barrel(float) : "Barrel Length" : "0.0"
barrely(float) : "Barrel Horizontal" : "0.0"
barrelz(float) : "Barrel Vertical" : "0.0"
spritesmoke(sprite) : "Smoke Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spritescale(float) : "Sprite scale" : "1.0"
rotatesound(sound) : "Rotate Sound" : ""
firerate(float) : "Rate of Fire" : "1.0"
bullet_damage(integer) : "Damage Per Bullet" : "0"
persistence(float) : "Firing persistence" : "1.0"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(float) : "Minimum target range" : "0.0"
maxRange(float) : "Maximum target range" : "0.0"
_minlight(integer) : "Minimum light level" : 0
]
@BaseClass base(Targetname,Target,Targetx, Global, Master, RenderFields, Angles,ZHLT) = Door
[
speed(integer) : "Speed" : 100
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "Clang with brake"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
wait(integer) : "delay before close, -1 stay open " : 0
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
netname(target_destination) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Not Solid" : 0
32: "Toggle" : 0
256:"Use Only" : 0
]
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(integer) : "Minimum light level"
skin(choices) : "Contents" : 0 =
[
0:"Normal"
-1: "Empty"
-2: "Solid"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "Ladder"
]
explodemagnitude(integer):"Explosion Magnitude"
]
@BaseClass size(-16 -16 -16, 16 16 16) base(Targetname, Angles) = gibshooterbase
[
m_iGibs(integer) : "Number of Gibs" : 0
delay(float) : "Delay between shots" : "0.0"
m_flVelocity(float) : "Gib Velocity" : "0.0"
m_flVariance(float) : "Course Variance" : "0.0"
m_flGibLife(float) : "Gib Life" : "4.0"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 255 200"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
pattern(string) : "Custom Appearance"
_fade(integer) : "Fade (ZHLT Only)" : 1
_color(string) : "Color scale (0-1)":"1.000000 1.000000 1.000000"
_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
[
0 : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
dot_product_weight(integer):"Dot product weight":0
spherical_ambient(integer):"Spherical Ambient":0
angle_hotspot(integer):"Angle Hotspot":0
falloff_curvature(integer):"Falloff curvature":0
angle_penumbra(integer):"Angle Pnumbra":0
falloff_start_dist(integer):"Falloff Start Distance":0
falloff_end_dist(integer):"Falloff End Distance":0
]
@BaseClass = PlatSounds
[
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
volume(float) : "Sound Volume 0.0 - 1.0" : 0
]
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []
@BaseClass base(Classtype,Targetname, Global, RenderFields, PlatSounds) = Trackchange
[
height(integer) : "Travel altitude" : 0
spawnflags(flags) =
[
1: "Auto Activate train" : 0
2: "Relink track" : 0
8: "Start at Bottom" : 0
16: "Rotate Only" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
rotation(integer) : "Spin amount" : 0
train(target_destination) : "Train to switch"
toptrack(target_destination) : "Top track"
bottomtrack(target_destination) : "Bottom track"
speed(integer) : "Move/Rotate speed" : 0
]
@BaseClass base(Targetname, Master, Target) = Trigger
[
delay(float) : "Delay before trigger" : "0.0"
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
style(integer) : "Style" : 32
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
message(string) : "Message (set sound too)"
spawnflags(flags) =
[
4: "Pushables": 0
]
]
//////////////////////////
///AISCRIPTED ENTITIES////
//////////////////////////
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
m_iszEntity(target_destination) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_flRadius(float) : "Search Radius" : "512.0"
m_flRepeat(float) : "Repeat Rate ms" : "0.0"
m_fMoveTo(Choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
[
0 : "Default AI"
1 : "Ambush"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
]
]
///////////////////////
///AMBIENT ENTITIES////
///////////////////////
@PointClass base(Targetname,Angles) iconsprite("sprites/CZ/AmbientGeneric.spr") = ambient_generic : "Universal Ambient"
[
message(sound) : "Path/filename.wav of WAV"
health(integer) : "Volume (10 = loudest)" : 10
preset(choices) :"Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in"
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
spawnflags(flags) =
[
1: "Play Everywhere" : 0
2: "Small Radius" : 0
4: "Medium Radius" : 1
8: "Large Radius" : 0
16:"Start Silent":0
32:"Not Toggled":0
]
]
////////////////////
///AMMO ENTITIES////
////////////////////
@BaseClass base(RenderFields,Angles) = Ammo
[
numclip(integer):"Number of clips"
]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_338magnum : ".338 Lapua Magnum Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_357sig : ".357 SIG Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_45acp : ".45 ACP Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_45cp : ".45 CP Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_50ae : ".50 Action Express Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_556nato : "5.56mm NATO Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_556natobox : "5.56mm NATO Box Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_57mm : "5.7mm Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_762nato : "7.62mm NATO Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_9mm : "9mm Parabellum Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[]
@PointClass base(Ammo) iconsprite("sprites/CZ/Ammo.spr") = ammo_generic : "Generic Ammo"[]
//////////////////////
///BUTTON ENTITIES////
//////////////////////
@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
]
//////////////////////
///CYCLER ENTITIES////
//////////////////////
@PointClass base(Targetname, Angles, RenderFields) studio() = cycler : "Monster Cycler"
[
model(studio) : "Model"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
framerate(float) : "Framerate multiplier" : "1.0"
sequence(integer) : "Animation #" : 0
]
@PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler"
[
model(studio) : "Model"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
framerate(float) : "Framerate multiplier : "1.0"
sequence(integer) : "Animation #" : 0
controller(string): "Controllers 0-255" : "0 0 0 0"
]
@PointClass base(TargetName) = cycler_weapon : "cycler_weapon"
[
model(studio) : "Model"
]
@PointClass sprite() base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 2 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
framerate(integer) : "Framerate" : 10
model(sprite) : "Sprite Name" : "sprites/dot.spr"
scale(float) : "Scale" : "1.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
///////////////////
///ENV ENTITIES////
///////////////////
@PointClass iconsprite("sprites/CZ/EnvBeam.spr") base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(float) : "Life (seconds 0 = infinite)" : "0.0"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0
framerate(string) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(float) : "Strike again time (secs)" : "0.0"
damage(float) : "Damage / second" : "0.0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Toggle" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Shade Start" : 0
256: "Shade End" : 0
]
]
@PointClass iconsprite("sprites/CZ/EnvBeverage.spr") base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]
]
@PointClass iconsprite("sprites/CZ/EnvBlood.spr") base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
[
color(choices) : "Blood Color" : 0 =
[
0 : "Red (Human)"
]
amount(integer) : "Amount of blood (damage to simulate)" : 100
spawnflags(flags) =
[
1: "Random Direction" : 0
2: "Blood Stream" : 0
4: "On Player" : 0
8: "Spray decals" : 0
]
]
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_debris : "Spark"
[
MaxDelay(float) : "Max Delay" : "0.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/CZ/EnvExplosion.spr") = env_explosion : "Explosion"
[
magnitude(Integer) : "Magnitude (magnitude)" : 0
iMagnitude(Integer) : "Magnitude (iMagnitude)" : 0
spawnflags(flags) =
[
1: "No Damage" : 0
2: "Repeatable" : 0
4: "No Fireball" : 0
8: "No Smoke" : 0
16: "No Decal" : 0
32: "No Sparks" : 0
]
firesprite(sprite):"Fire sprite"
spritescale(integer):"Sprite scale"
scale(float):"Scale":"1.0"
skin(integer):"Skin"
]
@PointClass iconsprite("sprites/CZ/EnvFade.spr") base(Targetname) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(float) : "Duration (seconds)" : "2.0"
holdtime(float) : "Hold Fade (seconds)" : "0.0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
//will cause objective failure when triggered
@PointClass base(Targetname) = env_missionfailure : "Failure Management"
[
music(string):"Music"
rendercolor(color255):"Render color":"0 0 0"
renderamt(integer):"Render amount"
fade_alpha(integer):"Screen Fade Opacity"
loadtime(float):"Load time"
holdtime(float):"Hold time"
duration(float):"Duration"
]
@PointClass iconsprite("sprites/CZ/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties"
[
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
density(integer):"Density"
]
@PointClass iconsprite("sprites/CZ/EnvFunnel.spr") base(Targetname) = env_funnel : "Large Portal Funnel"
[
spawnflags(flags) =
[
1: "Reverse" : 0
]
]
@PointClass iconsprite("sprites/CZ/EnvGlobal.spr") base(Targetname) = env_global : "Global State"
[
globalstate(string) : "Global State to Set"
triggermode(choices) : "Trigger Mode" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
3 : "Toggle"
]
initialstate(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
]
spawnflags(flags) =
[
1 : "Set Initial State" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields,Angles) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(sprite) : "model" : "sprites/glow01.spr"
scale(float) : "Sprite Scale" : "1.0"
]
@PointClass iconsprite("sprites/CZ/EnvBeam.spr") base(Targetname, RenderFxChoices, Angles) = env_laser : "Laser Beam Effect"
[
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0
framestart(integer) : "Starting Frame" : 0
damage(integer) : "Damage / second" : 100
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass iconsprite("sprites/CZ/EnvLiveAmmoShooter.spr") base(Targetname,Target,Angles) = env_liveammoshooter : "Live ammo shooter"
[
type(choices):"Ammo Type":""=
[
"hegrenade":"HE Grenade"
"smokegrenade":"Smoke Grenade"
"flashbang":"Flashbang"//assumed
"lawrocket":"Law Rocket"
]
m_flGibLife(float):"Gib life":0
shootsounds(choices):"Shoot Sounds":0=
[
-1:"None"
0:"Default"
1:"Any choices above?"
]
quiet(choices):"Quiet":0=
[
0:"No"
1:"Yes"
]
velmod(float):"Velocity mod":"1.0"
spawnflags(flags)=
[
1:"(??)"
]
]
@PointClass iconsprite("sprites/CZ/EnvMessage.spr") base(Targetname, Target) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
messagesound(sound) : "Sound effect"
messagevolume(integer) : "Volume 0-10" : "10"
messageattenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Default"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass iconsprite("sprites/CZ/EnvParticleEmitter.spr") base(Targetname, Angles,RenderFields) = env_particle_emitter : "Particle Emitter"
[
vis_point(string):"Vis Point":"none"
target_direction(string):"Target Direction":"none"
scale_speed(integer):"Scale Speed":0
fade_speed(integer):"Fade Speed":0
frequency(integer):"Frequency":0
particle_texture(sprite):"Particle Sprite"
particle_avelocity(string):"Angular Velocity":"0 0 0"
particle_life(integer):"Particle Life":0
particle_scale(integer):"Particle Scale":0
particle_gravity(integer):"Particle Gravity 1.0 - 0.0":0
particle_count(integer):"Particle Count":0
particle_noise(integer):"Particle Noise":0
particle_speed(integer):"Particle Speed":0
target_origin(string):"Target Origin":"none"
]
@SolidClass base(Targetname,RenderFields) = env_rain : "Rain Entity"[]
@PointClass iconsprite("sprites/CZ/EnvRender.spr") base(Targetname, Target, RenderFields,Targetx,Angles) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
]
removeonuse(choices):"Remove on use":0 =
[
0:"No"
1:"Yes"
]
skin(integer):"Skin"
head(integer):"Head"
]
@PointClass iconsprite("sprites/CZ/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "GlobalShake" : 0
]
amplitude(float) : "Amplitude 0-16" : "4.0"
radius(float) : "Effect radius" : "500.0"
duration(float) : "Duration (seconds)" : "1.0"
frequency(float) : "0.1 = jerk, 255.0 = rumble" : 0
]
@PointClass iconsprite("sprites/CZ/EnvShooter.spr") base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model" : ""
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(float) : "Gib Scale" : "1.0"
skin(integer) : "Gib Skin" : 0
]
@PointClass iconsprite("sprites/CZ/EnvSmoker.spr") base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke"
[
health(integer) : "Strength" : 1
scale(float) : "Smoke Scale" : "1.0"
]
@SolidClass base(Targetname,RenderFields) = env_snow : "Environmental snow"
[
spawnflags(flags) =
[
1: "Starts on" : 0
]
]
@PointClass iconsprite("sprites/CZ/EnvSound.spr") = env_sound : "DSP Sound"
[
radius(integer) : "Radius" : 128
roomtype(Choices) : "Room Type" : 0 =
[
0 : "Normal (off)"
1 : "Generic"
2 : "Metal Small"
3 : "Metal Medium"
4 : "Metal Large"
5 : "Tunnel Small"
6 : "Tunnel Medium"
7 : "Tunnel Large"
8 : "Chamber Small"
9 : "Chamber Medium"
10: "Chamber Large"
11: "Bright Small"
12: "Bright Medium"
13: "Bright Large"
14: "Water 1"
15: "Water 2"
16: "Water 3"
17: "Concrete Small"
18: "Concrete Medium"
19: "Concrete Large"
20: "Big 1"
21: "Big 2"
22: "Big 3"
23: "Cavern Small"
24: "Cavern Medium"
25: "Cavern Large"
26: "Weirdo 1"
27: "Weirdo 2"
28: "Weirdo 3"
]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_spark : "Spark"
[
MaxDelay(float) : "Max Delay" : "0.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
framerate(float) : "Framerate" : "0.0"
model(sprite) : "Sprite Name"
scale(float) : "Scale" : "0.0"
TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
////////////////////
///FUNC ENTITIES////
////////////////////
@SolidClass = func_bomb_target : "Bomb target zone"
[
target(target_destination) : "Target (when bomb blows)"
]
@SolidClass base(Breakable,Func2) = func_breakable : "Breakable"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 1
]
_minlight(integer) : "Minimum light level" :0
]
@SolidClass base(Door,Netname,Func2) = func_button : "Button"
[
// Path Target overrides Targeted Object
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
11: "Buzz Off"
14: "Lightswitch"
]
spawnflags(flags) =
[
1: "Don't move" : 0
4: "" : 0
8: "" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT,Func2) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Door, ZHLT,Func2) = func_door : "Basic door" []
@SolidClass base(func_door,Func2) = func_door_rotating : "Rotating door"
[
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
]
@SolidClass = func_escapezone : "Terrorist escape zone" []
@SolidClass base(RenderFields, ZHLT,Func2) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass = func_grencatch : "Grenade Check"
[
triggerongrenade(string) : "Trigger When Grenade Hits"
grenadetype(choices): "grenade type" : 0 =
[
0: "flash"
1: "smoke"
2:"he(supported with cz?)"
]
disableongrenade(string) : "Disable On Grenade"
]
@SolidClass base(Targetname, Global, RenderFields, ZHLT,Func2) = func_guntarget : "Moving platform"
[
target(target_source) : "First stop target"
speed(integer) : "Speed (units per second)" : 100
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Global, RenderFields, ZHLT,Func2) = func_healthcharger: "Wall health recharger"
[
_minlight(string) : "Minimum light level"
]
@SolidClass = func_hostage_rescue : "Hostage rescue zone" []
@SolidClass base(Targetname, RenderFields, ZHLT,Angles,FuncAddition) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : 0 =
[
0:"Illusionary"
-1: "Empty"
-2: "Solid"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "Ladder"
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname) = func_ladder : "Ladder" []
@SolidClass base(Target) = func_model_brush : "Model brush"[]
@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
m_flSpread(integer) : "Spread Radius" : 64
m_iCount(integer) : "Repeat Count" : 1
m_fControl(Choices) : "Targeting" : 0 =
[
0 : "Random"
1 : "Activator"
2 : "Table"
]
m_iszXController(target_destination) : "X Controller"
m_iszYController(target_destination) : "Y Controller"
]
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,FuncAddition) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
spawnflags(flags) =
[
1: "Start ON" : 0
8: "Not Solid" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
skin(choices) : "Contents" : -1 =
[
0: "default"
-1: "Empty"
-3: "water"
-4: "slime: touch drown"
-5: "lava: touch fire death"
-7: "Volumetric Light"
-16: "make ladder"
]
]
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT,Func2) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, PlatSounds,Func2) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, RenderFields, ZHLT,Func2) = func_pushable : "Pushable object"
[
size(choices) : "Hull Size" : 0 =
[
0: "Point size"
1: "Player size"
2: "Big Size"
3: "Player duck"
]
spawnflags(flags) =
[
128: "Breakable" : 0
256: "Instant Crowbar" : 1
]
friction(integer) : "Friction (0-400)" : 50
bouyancy(integer) : "Bouyancy" : 20
_minlight(string) : "Minimum light level"
]
@SolidClass base(Global, RenderFields, ZHLT,Func2) = func_recharge: "Battery recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT,Func2) = func_rot_button : "RotatingButton"
[
delay(string) : "Delay before trigger" : "0"
// changetarget will change the button's target's TARGET field to the button's changetarget.
changetarget(target_destination) : "ChangeTarget Name"
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 21 =
[
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
wait(choices) : "Delay before reset" : 0 =
[
-1: "Stays pressed"
0:"..."
]
distance(integer) : "Distance (deg)" : 90
spawnflags(flags) =
[
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
32: "Toggle" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
256:"Touch Activates": 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,Func2) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(sound) : "WAV Name"
spawnflags(flags) =
[
1 : "Start ON" : 0
2 : "Reverse Direction" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
16: "Acc/Dcc" : 0
32: "Fan Pain" : 0
64: "Not Solid" : 0
128: "Small Radius" : 0
256: "Medium Radius" : 0
512: "Large Radius" : 1
]
_minlight(integer) : "_minlight"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, ZHLT,Func2) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
bulet(integer):"Bulet(???)" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, ZHLT,Func2) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, ZHLT,Func2) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange, ZHLT,Func2) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT,Func2) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Not Solid" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Rail 1"
2: "Rail 2"
3: "Rail 3"
4: "Rail 4"
5: "Rail 6"
6: "Rail 7"
]
wheels(integer) : "Distance between the wheels" : 50
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
]
@SolidClass studio() size(-16 -16 -16, 16 16 16) base(Targetname, Global, RenderFields, ZHLT,FuncAddition) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
speed(integer) : "Speed (units per second)" : 64
avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0"
dmg(integer) : "Damage on crush" : 0
skin(choices) : "Contents (if not solid)" : 0 =
[
0: "default"
-1: "Empty"
-3: "water, swimable train"
-4: "odd slime: touch drowning death"
-5: "odd lava: touch fire death"
-7: "Volumetric Light"
-16: "make odd ladder"
]
volume(integer) : "Sound Volume 0.0 - 1.0" : 0
spawnflags(flags) =
[
8 : "Not solid" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, Angles, RenderFields, ZHLT,Func2) = func_vehicle : "Drivable Vehicles"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Not Solid" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Vehicle 1"
2: "Vehicle 2"
3: "Vehicle 3"
4: "Vehicle 4"
5: "Vehicle 6"
6: "Vehicle 7"
]
length(integer) : "Length of the vehicle" : 256
width(integer) : "Width of the vehicle" : 128
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
]
@SolidClass = func_vehiclecontrols : "Vehicle Controls"
[
target(target_destination) : "Vehicle Name"
]
@SolidClass = func_vip_safetyzone : "VIP safety zone" []
@SolidClass base(Breakable,FuncAddition) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
skin(choices) : "Contents" : 0 =
[
0:"Normal"
-1: "Empty"
-2: "Solid"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "Ladder"
]
health(integer):"Health"
]
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Door,FuncAddition) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256:"Use Only" : 0
]
skin(choices) : "Contents" : -3 =
[
0:"Default"
-1: "Empty"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "ladder (only with non ! texture)"
]
WaveHeight(integer) : "Wave Height"
]
///////////////////////////
///GAME PLAYER ENTITIES////
///////////////////////////
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameCounter.spr") = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
]
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Target) iconsprite("sprites/CZ/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
master(string) : "Team Master"
playerhealth(integer):"# HP"
nightvision(choices) : "Give Nightvision" : 0 =
[
0: "No"
1: "Yes"
]
weapon_briefcase(choices) : "Give Nightvision" : 0 =
[
0: "No"
1: "Yes"
]
spawnflags(flags) =
[
1: "Use Only" : 0
]
weapon_knife (choices) : "Give Knife" : 0 =
[
0: "No"
1: "Yes"
]
weapon_radio (choices) :"Give Radio" : 0 =
[
0: "No"
1: "Yes"
]
weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
ammo_generic(integer):"Give generic ammo #"
weapon_radiocontrolledbomb (choices) : "Give RC Bomb":0=
[
0:"No"
1:"Yes"
]
weapon_blowtorch (choices) : "Give Blow Torch":0=
[
0:"No"
1:"Yes"
]
weapon_fiberopticcamera (choices) : "Give FO Camera":0=
[
0:"No"
1:"Yes"
]
weapon_camera (choices) : "Give Camera":0=
[
0:"No"
1:"Yes"
]
weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
item_kevlar (choices) : "Give Kevlar Vest" : 0 =
[
0: "No"
1: "Yes"
]
item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
[
0: "No"
1: "Yes"
]
weapon_flashbang (choices) : "Give Flash Bang" : 0 =
[
0: "No"
1: "1"
2: "2"
]
weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
[
0: "No"
1: "Yes"
]
weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
[
0: "No"
1: "Yes"
]
item_thighpack (choices) : "Give Defuse Kit" : 0 =
[
0: "No"
1: "Yes"
]
weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
[
0: "No"
1: "Yes"
]
ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips (Fill Glock 18)"
4: "4 Clips (Fill Elites, MP5 & TMP)"
]
ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
[
0: "No"
1: "1 Clip (12 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill USP45)"
5: "5 Clips"
6: "6 Clips"
7: "7 Clips"
8: "8 Clips (Fill Mac-10)"
9: "9 Clips (Fill UMP 45)"
]
ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =
[
0: "No"
1: "1 Clip (7 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips"
5: "5 Clips (Fill Desert Eagle)"
]
ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
[
0: "No"
1: "1 Clip (50 Bullets Per Clip)"
2: "2 Clips (Fill Five-Seven & P90)"
]
ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
[
0: "No"
1: "1 Clip (13 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill P-228)"
]
ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
[
0: "No"
1: "1 Clip (8 Shells Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill Benelli M3, XM1014)"
]
ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips (Fill Scout & G3/S-G1)"
3: "3 Clips (Fill AK-47)"
]
ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Fill SG552 M4A1 Aug SG550"
]
ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips"
5: "5 Clips"
6: "6 Clips"
7: "7 Clips (Fill FN M249 Para)"
]
ammo_338magnum (choices) : "Give .338 Lapua Magnum Ammo" : 0 =
[
0: "No"
1: "1 Clip (10 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips (Fill AWP)"
]
item_healthkit (choices) : "Give Health Kit" : 0 =
[
0: "No"
1: "1 Healthkit = 15 Health Points"
2: "2 Healthkits = 30 Health Points"
3: "3 Healthkits = 45 Health Points"
4: "4 Healthkits = 60 Health Points"
5: "5 Healthkits = 75 Health Points"
6: "6 Healthkits = 90 Health Points"
7: "7 Healthkits = 100 Health Points"
]
item_battery (choices) : "Give HEV Battery" : 0 =
[
0: "No"
1: "1 Battery = 15 Kevlar Points"
2: "2 Batteries = 30 Kevlar Points"
3: "3 Batteries = 45 Kevlar Points"
4: "4 Batteries = 60 Kevlar Points"
5: "5 Batteries = 75 Kevlar Points"
6: "6 Batteries = 90 Kevlar Points"
7: "7 Batteries = 100 Kevlar Points"
]
item_longjump (choices) : "Give Long Jump Module" : 0 =
[
0: "No"
1: "Yes (An Unrealistic Item)"
]
item_armor(choices) : "Give Armor" : 0 =
[
0: "No"
1: "Yes"
]
]
@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
master(string) : "Master"
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname, Target) iconsprite("sprites/CZ/GameText.spr") = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
]
message(string) : "Message Text"
x(integer) : "X (0 - 1.0 = left to right) (-1 centers)" : -1
y(integer) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : -1
effect(Choices) : "Text Effect" : 0 =
[
0 : "Fade In/Out"
1 : "Credits"
2 : "Scan Out"
]
color(color255) : "Color1" : "100 100 100"
color2(color255) : "Color2" : "240 110 0"
fadein(integer) : "Fade in Time (or character scan time)" : 1.5
fadeout(integer) : "Fade Out Time" : 0.5
holdtime(integer) : "Hold Time" : 1.2
fxtime(integer) : "Scan time (scan effect only)" : 0.25
channel(choices) : "Text Channel" : 1 =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master"
]
@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
[
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
// master(string) : "Master"
]
////////////////////
///INFO ENTITIES////
////////////////////
@PointClass iconsprite("sprites/CZ/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []
@PointClass base(Targetname,Angles) = info_landmark : "Transition Landmark" []
@PointClass base(Targetname) iconsprite("sprites/CZ/EnvTarget.spr") = info_null : "info_null (spotlight target)" []
@PointClass base(Angles) size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
[
hinttype(integer):"Hint type"
]
@PointClass base(info_node) size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []
@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_player_start : "Player start" []
@PointClass = info_camera : "Info Camera"
[
targetname(string) : "Name"
target(string) : "Target"
]
@PointClass base(Targetname,Angles) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CZ/EnvTarget.spr") = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []
@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []
@PointClass decal() base(Targetname,Angles) = infodecal : "Decal"
[
texture(decal)
]
////////////////////
///ITEM ENTITIES////
////////////////////
@PointClass base(Angle) = item_armor : "Armor"[]
@PointClass studio() base(Angles,Targetname,ModelFile,RenderFields) = item_generic
[
removeonuse(integer) : "Remove on use" : 0
lightmultiplier(integer):"Light Multiplier":0
sequencename(string):"Sequence Name"
scale(integer):"Scale"
nopvs(choices):"Include in Potentially Visible Set(PVS)":0=
[
0:"Yes"
1:"No"
]
]
@PointClass = item_healthkit: "HealthKit"[]
//used on the map cz_worldmap...
//on cz_worldmap:
//a player spawned in a trigger_once entity that triggered this entity
//
//I don't know exactly how this entity works though
@SolidClass base(Targetname) = item_worldmap : "World Map"[]
/////////////////////
///LIGHT ENTITIES////
/////////////////////
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []
@PointClass base(Targetname, Target, Light) iconsprite("sprites/CZ/LightEnvironment.spr") = light_environment : "Environment"
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
pitch(integer) : "Pitch" : -90
_diffuse_light(color255) : "Diffuse Light" : "0 0 0 0"
]
@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CZ/LightSpot.spr") = light_spot : "Spotlight"
[
pitch(integer) : "Pitch" : -90
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
]
/////////////////////////
///MOMENTARY ENTITIES////
/////////////////////////
@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targeted object"
speed(integer) : "Speed" : 50
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not usable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
]
///////////////////////
///MONSTER ENTITIES////
///////////////////////
@PointClass studio("models/props/helicopter_blackhawk.mdl") base(Monster,Angles,Classtype,ModelFile) = monster_apache : "Apache"[]
@PointClass base(Monster,Angles,Classtype,ModelFile,Netname) = monster_counter_terrorist_repel : "CT Repel (For what?)"
[
repelskin(integer):"Repel skin"
repelhead(integer):"Repel head"
type(integer):"Type (for what?)"
]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_assaultrifle : ""[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_gsg9_grenader:"CT GSG9 Grenader"
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_kamikaze : ""[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_law : "CT GSG9 Law"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_machinegun : "CT GSG9 Machine Gun"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_melee : "CT GSG9 Melee"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_mp5 : "CT GSG9 MP5"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_pistol : "CT GSG9 Pistol"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_shotgun : "CT GSG9 Shotgun"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_smg : "CT GSG9 SMG"[]
@PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_sniperrifle : ""[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_assaultrifle : ""[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_spetsnaz_grenader:"CT Spetsnaz Grenader"
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_kamikaze : ""[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_law : "CT Spetsnaz Law"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_machinegun : "CT Spetsnaz Machine Gun"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_melee : "CT Spetsnaz Melee"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_mp5 : "CT Spetsnaz MP5"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_pistol : "CT Spetsnaz Pistol"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_shotgun : "CT Spetsnaz Shotgun"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_smg : "CT Spetsnaz SMG"[]
@PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT Spetsnaz Sniper Rifle"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_assaultrifle : ""[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile)=monster_ct_swat_grenader:"CT SWAT Grenader"
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_kamikaze : ""[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_law : "CT SWAT Law"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_machinegun : "CT SWAT Machine Gun"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_melee : "CT SWAT Melee"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_mp5 : "CT SWAT MP5"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_pistol : "CT SWAT Pistol"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_shotgun : "CT SWAT Shotgun"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_smg : "CT SWAT SMG"[]
@PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_sniperrifle : ""[]
@PointClass studio() base(Monster,RenderFields,ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
spawnflags(flags) =
[
4 : "Not solid" : 0
]
health(integer) : "Health"
deathanim(string) : "Death Animation Name"
]
@PointClass base(Monster) = monster_tripmine : "Active Tripmine"
[
spawnflags(Flags) =
[
1 : "Instant On" : 1
]
]
@PointClass base(Monster) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
maxsleep(integer) : "Time Before Deactivating" : 15
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
maxsleep(integer) : "Time Before Deactivating" : 7
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry"
[
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster,Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach"
[
spawnflags(Flags) =
[
1 : "WaitTillSeen"
2 : "Gag"
4 : "MonsterClip"
16 : "Prisoner"
128 : "WaitForScript"
256 : "Pre-Disaster"
512 : "Fade Corpse"
]
]
@PointClass base(Monster,Angles) studio("models/rat.mdl") = monster_rat : "Rat"
[
spawnflags(Flags) =
[
1 : "WaitTillSeen"
2 : "Gag"
4 : "MonsterClip"
16 : "Prisoner"
128 : "WaitForScript"
256 : "Pre-Disaster"
512 : "Fade Corpse"
]
]
@PointClass studio("models/hostage.mdl") base(Angles,Targetname,PlayerClass, RenderFields) = monster_hostage : "Hostage"
[
//INFO:
//hostage model depends
//on their targetnames
//Targetnames seen:
//hostage_male1
//hostage_female1
//embassy_judge
//foxy_lady
//Classtypes seen:
//CIV
classtype(string):"Team":"CIV"
skin(integer):"Skin":0
head(integer):"Head":0//0 through 4 seen
//I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence
//the rescue target happens after the hostage is rescued
//if there is more than 1 hostage in the map then set the countdown for the trigger_counter
//to the amount of hostages needed to be rescued before the trigger will happen
rescuetarget(target_destination):"Rescued Target":""
noautoremove(integer):"No auto remove on rescue":0
spawnflags(flags) =
[
2:"???":0
]
]
@PointClass studio() base(Monster,Angles,Classtype,ModelFile,Targetname) = monster_npc : "NPC"[]
@PointClass studio() size(-16 -16 0, 16 16 72) color(255 255 255) base(Monster,Angles,Angles,ModelFile) = monster_npc_dead : "Dead NPC"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "On stomach"
3 : "On Table"
]
//For instance...two maps I saw map had 64 and 32 as the weapons
weapons(integer) : "Weapons" : 0
]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_assaultrifle : "Rifle"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_arctic_grenader:""
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_kamikaze : ""[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_law : "Terrorist Arctic Law"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_machinegun : "un"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_melee : "Terrorist Arctic Melee"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist Arctic MP5"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_pistol : "Terrorist Arctic Pistol"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist Arctic Shotgun"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_smg : "Terrorist Arctic SMG"[]
@PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_arctic_sniperrifle : "fle"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_assaultrifle : "ifle"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_desert_grenader:""
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_kamikaze : ""[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_law : "Terrorist Desert Law"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_machinegun : "un"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_melee : "Terrorist Desert Melee"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_mp5 : "Terrorist Desert MP5"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_pistol : "Terrorist Desert Pistol"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_shotgun : "Terrorist Desert Shotgun"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_smg : "Terrorist Desert SMG"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_desert_sniperrifle : "fle"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_assaultrifle : "ifle"[]
@PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_jungle_grenader:""
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_kamikaze : ""[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_law : "Terrorist Jungle Law"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_machinegun : "un"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_melee : "Terrorist Jungle Melee"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist Jungle MP5"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_pistol : "Terrorist Jungle Pistol"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_shotgun : "Terrorist Jungle Shotgun"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_smg : "Terrorist Jungle SMG"[]
@PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_jungle_sniperrifle : ""[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_assaultrifle : ""[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_russian_grenader:"r"
[
hegrenadeonly(choices):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_kamikaze : "e"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_law : "Terrorist Russian Law"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_machinegun : "gun"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_melee : "Terrorist Russian Melee"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_mp5 : "Terrorist Russian MP5"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_pistol : "Terrorist Russian Pistol"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_shotgun : "Terrorist Russian Shotgun"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_smg : "Terrorist Russian SMG"[]
@PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_russian_sniperrifle : ""[]
@PointClass size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(target_destination) : "Target On Release"
monstertype(string) : "Monster Type"
netname(target_destination) : "Childrens' Name"
forcedtarget(target_destination) : "Forced Target" : ""
healthmult(integer):"Health Mult(iplier??)" : 0
spawnflags(Flags) =
[
1 : "Start ON" : 0
// 2 : "PVS On/Off" : 0 // not implemented
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
]
body(integer):"Body":0
skin(integer):"Skin":0
// how many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Number of Monsters" : 1
// if delay is -1, new monster will be made when last monster dies.
// else, delay is how often (seconds) a new monster will be dookied out.
delay(string) : "Frequency" : "5"
// maximum number of live children allowed at one time. (New ones will not be made until one dies)
// -1 no limit
m_imaxlivechildren(integer) : "Max live children" : 5
spawnawake(choices):"Spawn awake":0=
[
0:"0(??)"
1:"1(??)"
]
dontspawninview(choices):"Spawn in view":0=
[
0:"Yes"
1:"No"
]
monstermodel(studio):"Monster model"
]
/////////////////////
///MULTI ENTITIES////
/////////////////////
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CZ/multi_manager.spr") = multi_manager : "MultiTarget Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CZ/MultiSource.spr") = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
////////////////////
///PATH ENTITIES////
////////////////////
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport" : 0
4: "Fire once" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
]
@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
target(target_destination) : "Next stop target"
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
//////////////////////
///PLAYER ENTITIES////
//////////////////////
@PointClass base(Targetname) iconsprite("sprites/CZ/PlayerLoadSaved.spr") = player_loadsaved : "Load Auto-Saved game"
[
duration(string) : "Fade Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
messagetime(string) : "Show Message delay" : "0"
message(string) : "Message To Display" : ""
loadtime(string) : "Reload delay" : "0"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []
////////////////////////
///SCRIPTED ENTITIES////
////////////////////////
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Type"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms (m_flRepeat)" : 0
m_fRepeat(integer) : "Repeat Rate ms (m_fRepeat)" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
]
]
/////////////////////
///SPEAKER ENTITY////
/////////////////////
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
[
message(string) : "Sentence Group Name"
//ARAB_OUTSIDE_YELL
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
///////////////////////
///TRIGGER ENTITIES////
///////////////////////
@PointClass base(Targetx) iconsprite("sprites/CZ/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 1
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
]
@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger"
[
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 0
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerCDAudio.spr") = trigger_cdaudio : "CD Audio"
[
trackname(string) : "Track Name" : "sound/music/TITLE"
loop(choices):"Loop":0=
[
0:"No"
1:"Yes"
]
]
@PointClass base(Targetname,Target,Global,Master,Netname,Targetx,ModelFile) iconsprite("sprites/CZ/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Change Key Value"
[
angles(string):"Pitch Yaw Roll (Y Z X) (blank: no change)"
]
@SolidClass = trigger_changelevel : "Trigger: Change level"
[
targetname(string) : "Name"
map(string) : "New map name"
landmark(string) : "Landmark name"
changetarget(target_destination) : "Change Target"
changedelay(string) : "Delay before change target" : "0"
spawnflags(flags) =
[
1: "No Intermission" : 0
2: "USE Only" : 0
]
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@PointClass base(Trigger) iconsprite("sprites/CZ/TriggerCounter.spr") = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
count(integer) : "Count before activation" : 2
]
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerEndMission.spr") = trigger_endmission : "EndMission Trigger"
[
music(string):"MP3":"sound/music/MP3NAME"
nextmap(string):"Next map":""
]
@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
[
section(string) : "Section"
spawnflags(flags) =
[
1: "USE Only" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Freezeplayer"[]
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity" : 1
]
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerHud.spr") = trigger_hud : "Hud switcher"
[
display(choices):"Display":0=
[
0:"Off"
1:"On"
]
]
@SolidClass base(Targetname, Master, Target,Targetx) = trigger_hurt : "Trigger player hurt"
[
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"Fire Client Only" : 0
32:"Touch Client Only" : 0
]
dmg(integer) : "Damage" : 10
damagetype(choices) : "Damage Type" : 0 =
[
0 : "GENERIC"
1 : "CRUSH"
2 : "BULLET"
4 : "SLASH"
8 : "BURN"
16 : "FREEZE"
32 : "FALL"
64 : "BLAST"
128 : "CLUB"
256 : "SHOCK"
512 : "SONIC"
1024 : "ENERGYBEAM"
16384: "DROWN"
32768 : "PARALYSE"
65536 : "NERVEGAS"
131072 : "POISON"
262144 : "RADIATION"
524288 : "DROWNRECOVER"
1048576 : "CHEMICAL"
2097152 : "SLOWBURN"
4194304 : "SLOWFREEZE"
]
]
@PointClass base(Targetname,Target) iconsprite("sprites/CZ/TriggerKillTarget.spr") = trigger_killtarget : "Trigger: Kill target"[]
@SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump"
[
master(string) : "Master"
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 0
]
@PointClass base(Targetname) =
trigger_objective : "Objective"
[
//the objectives are saved in the map's .seq file
objective(string):"Objective (from MAPNAME.seq)"
notransition(integer):"No Transition"
state(integer):"State (for what?)"
]
@SolidClass base(Trigger,Master) = trigger_once : "Trigger: Activate once"
[
style(choices):"Style":0=
[
0:"0(??)"
32:"32(??)"
]
]
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
@PointClass base(Targetname, Targetx,Angles) iconsprite("sprites/CZ/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@PointClass base(Targetname) iconsprite("sprites/CZ/TriggerSequence.spr") = trigger_sequence : "Sequence File trigger"
[
sequence_file(string):"Sequence File": "SEQUENCE.seq"
sequence_id(string):"Sequence Name":""
spawnflags(flags) =
[
1: "Use Once?" : 0
]
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
@SolidClass base(Target,Master) = trigger_usetool : "Tool Use Zone"
[
//INFO:
//Have this entity target something when a tool is used in the zone...
//(??) tooltarget is for where the player needs to be aiming (??)
rcbombtarget(target_destination) : "RC Bomb target"
toolname(choices) : "Tool Name" : "No_tool_here"=
[
"No_tool_here":"No_tool_here"
"weapon_fiberopticcamera":"weapon_fiberopticcamera"
"weapon_radio":"weapon_radio"
"weapon_camera":"weapon_camera"
"weapon_blowtorch":"weapon_blowtorch"
"weapon_radiocontrolledbomb":"weapon_radiocontrolledbomb"
"bomb_defuse":"bomb_defuse"
]
tooltarget(string) : "Tool Target"
toolset(choices):"Tool set (guessed choices)":4=
[
4:"Camera"
16:"Radio"
32:"RC Bomb"
]
spawnflags(flags) =
[
1: "Start on???" : 0
]
bombdefusetime(integer):"Bomb defuse time"
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
//////////////////////
///WEAPON ENTITIES////
//////////////////////
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_aug : "AUG"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase"[]
// WEAPON_C4 is a planted bomb that requires defusing.
// If the entity is left un-named, it will be be planted automatically at the start of each round.
// If the entity is named, then only when it is targeted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// The bomb falls to the ground directly beneath the point at which the entity is placed in the map.
// no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up.
// The best way for mappers to control timing is through the use of an outside timer/trigger,
// rather than changing the detonatedelay, which might be overridden by servers.
// "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs.
// If these fields are given targetnames for something that cannot be
// triggered(has no entity), it WILL have unwanted effects.
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb"
[
detonatedelay(float) : "C4 Detonate Delay" : "20.0"
detonatetarget(target_destination) : "Trigger When Detonated"
defusetarget(target_destination) : "Trigger When Defused"
]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "FO Camera"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "Colt"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke nade"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP"[]
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014"[]