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{{Back|Team Fortress Classic Level Creation}} | |||
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// Half-Life Team Fortress Classic Game Definition File (.fgd) | // Half-Life Team Fortress Classic Game Definition File (.fgd) | ||
Latest revision as of 13:41, 8 March 2015
// Half-Life Team Fortress Classic Game Definition File (.fgd)
// Version 1.5f revision 10 for WorldCraft 3.3, Hammer 3.4+
//
// Last update: 31 Jan 2003, by Data
//
// For detailed TFC editing information, go to TFMapped!
// http://tf.valve-erc.com/
// 0131 - Release version 1.5f, revision 10
// 0131 - Edited now unused info_areadef to state that fact.
// 0131 - Removed duplicate ZLightflag from the button_target SolidClass base (thanks to Andy Howard)
//
// 1013 - Release version 1.5f, revision 9
// 1013 - Fixed bug with info_tfgoal goal effects property defaulting to 0 instead of 1.
// 1002 - Fixed a bug with the Replacement Model Flags property showing up as "0".
//
// 0712 - Release version 1.5f, revision 8
// 0712 - Added a number of undocumented "artifact" entities that remained from the Quake days.
// 0630 - Added TFCriteria fix that had somehow not been included in 1.5F r1 and had persisted through the revisions.
// 0626 - Added missing "(Use Teamcheck Entity)" value to spawn points' Team Allowed... property (thanks to [WTF?]Snowdog)
// 0626 - Added targetname to func_tankcontrols for killtargeting. (thanks to Dan Sheehan)
//
// 0620 - Release version 1.5f, revision 7
// 0620 - Added deathtype property to trigger_hurt.
//
// 0604 - Release version 1.5f, revision 6
// 0604 - Added goal activation to trigger_hurt (thanks Radish).
// 0604 - Added new entities for ZHLT 2.5.3 (info_compile_parameters, info_texlights).
//
// 0517 - Release version 1.5f, revision 5
// 0517 - Fixed property name of "Return Item #" to remove incorrect specification.
// 0517 - Fixed various random capitalizations and spelling errors.
//
// 0329 - Release version 1.5f, revision 4
// 0329 - Fixed name of skyname property.
//
// 0223 - Release version 1.5f, revision 3
// 0223 - Fixed TriggerTarget key in Monster baseclass.
//
// 1213 - Release version 1.5f, revision 2
// 1213 - Fixed bug with func_water not having certain baseclass (from 1.5e).
//
// 1209 - Release version 1.5f, revision 1
// 1209 - Fixed bug with info_player_teamspawn's Angles key. Thanks to TFM forum member Radish for pointing this out.
//
// 0703 - Release version 1.5f
// 0703 - Added some spawnflags to Monster baseclass for turrets.
// Fixed env_beam and some other "missing" entities (baseclass error in last version).
// Fixed some miscellaneous stuff in various parts of the FGD.
// Restored the player_weaponstrip entity that had been removed for some reason (???).
// Added Angular Velocity (avelocity) to many entities. Works with PYR angle sets.
// Removed ZLightflags base that had been added to the invisible func_tankcontrols and func_traincontrols.
// Fixed an incorrect capitalization of ZLightflags baseclass on func_illusionary.
// Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo.
// Removed TFItemStatus and TFEffects5 from func_button (WTF was it there for?!).
// Removed TFCriteria base from monster_* entities and moved relevant properties to Monster.
// Fixed some incorrect capitalizations, spelling errors, etc. left over from previous versions.
// Added 1.1.0.8 model replacement properties to item_tfgoal.
// Removed the (now unnecessary) ERC script comments.
// Removed TFItemStatus from a number of entities (as it served no purpose there).
// Release version 1.5f
//
// 1107 - Release version 1.5e
// 1104 - Fix 'number_of_teams' in info_tfdetect. Added endround_team1 - 4 message strings.
// Changed several key descriptions. Removed itemstatus from item and i_p_t.
//
// 1028 - Release version 1.5d
// 1027 Fix ZHLT light flag description. Additions from 1104 patch, func_nogrenades,
// info_areadef, info_tf_teamcheck, and info_tf_teamset. Added 'teamcheck' key to
// TF Criteria and 'no_of_teams' to info_tfdetect. Added targetname to tf goals.
// New endround keys added to tf goals.
// From PV, added Goal result to info_player_teamspawn so goals activated by it will
// apply results to player.
// 0823 - Release version 1.5c
// 0822 - Redid grouping of BaseClasses for benefit of Entity Script. Replaced env_global.
// Replaced 'cycler', but renamed it 'Model Cycler', rather than 'Monster cycler'.
// 0807 - Started adding Entity script formatting. Removed bounding boxes from TF goals which
// seemed defunct. Removed defunct properties from worldspawn for TFC.
// 0717 - Added Zoners lightflags for brush based entities, you need Zoner's Compile Tools 2.2+
// for them to work.
// Following changes submitted by Pvt. Beavis. Removed bounding boxes from i_p_t.
// Change TF delay to 'Delay before activate(sec)' rather than 're-trigger'.
// Set TF goals 'wait' default to 0.
// 0714 - Removed some abbreviations from Flaginfo sentences that caused bugs.
// Added TFCriteria to Trigger entities. Add TF effects to many of the
// triggers. Added TF criteria to additional Func_ entities.
// 0704 - Replaced long name version of info_player_teamspawn and info_tfgoal_timer.
// Set func_water wave height default to 0
// 0621 - FlintMan - Removed Trigger Conditions/Spawnflags from monster_ entities.
// Release version 1.5a
// 0619 - Additions by Ryan "Professional Victim" Desgroseilliers, TFMapped
// Added armor classes and comments to item_armor1, item_armor2, and item_armor3
// Added targetname to func_nobuild for killtargetting
// Removed ammo_medkit variable from TF entities.
// 0617 - First beta version by FlintMan
// Redo of original halflife-tfc.fgd created and contributed by Autolycus, Juddhunter,
// Ryan 'PV' Desgroseilliers, Paul 'MoOg' Samways, Decker, Sean 'Zoner' Cavanaugh,
// Curber, Mirar, Brad Rembielak.
// This version consists of reorganizing TF base classes, removing defunct HL entities
// and variables. Incorporated entity and key abbreviations.
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
skyname(string) : "Environment map (sky box)" : "2desert"
sounds(integer) : "CD track to play" : 0
light(integer) : "Default light level"
WaveHeight(string) : "Default wave height" : 0
MaxRange(string) : "Max viewable distance" : "4096"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
]
//
// BaseClasses
//
@BaseClass = TFSpawnInfo
[
netname(string) : "Entity reference name (for logging)"
goal_no(integer) : "Spawn #"
group_no(integer) : "Spawn group #"
goal_state(choices) : "Initial state" : 0 =
[
0 : "Ready to use"
1 : "Removed"
]
team_no(choices) : "Team allowed to spawn here" : 1 =
[
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
0 : "(Use Teamcheck Entity)"
]
teamcheck(string) : "Targetname of teamcheck goal"
playerclass(choices) : "Player class allowed to spawn here" : 0 =
[
0 : "Any"
1 : "Scout"
2 : "Sniper"
3 : "Soldier"
4 : "Demolitions man"
5 : "Medic"
6 : "Heavy Weapons Guy"
7 : "Pyro"
8 : "Spy"
9 : "Engineer"
]
items_allowed(integer) : "Has item #"
h_i_g(integer) : "Has item from group #"
hasnt_item_from_group(integer) : "Hasn't item from group #"
if_item_has_moved(integer) : "If item # has moved"
if_item_hasnt_moved(integer) : "If item # hasn't moved"
if_goal_is_active(integer) : "If goal # active"
if_goal_is_inactive(integer) : "If goal # inactive"
if_goal_is_removed(integer) : "If goal # removed"
if_group_is_active(integer) : "If group # active"
if_group_is_inactive(integer) : "If group # inactive"
if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFItemInfo
[
netname(string) : "Entity reference name (for logging)"
goal_no(integer) : "Item #"
group_no(integer) : "Item group #"
targetname(target_source) : "Name (targetname)"
]
@BaseClass = TFInfo1
[
netname(string) : "Entity reference name (for logging)"
goal_no(integer) : "Goal #"
group_no(integer) : "Goal group #"
targetname(target_source) : "Name (targetname)"
]
@BaseClass = TFInfo2
[
goal_state(choices) : "Goal Initial State" : 2 =
[
1 : "Active"
2 : "Inactive"
3 : "Removed"
]
]
@BaseClass = TFInfo3
[
mdl(string) : "Model path/name.mdl"
skin(integer) : "Model skin-varies per model"
]
@BaseClass = TFCriteria
[
team_no(choices) : "Team allowed to use goal" : 0 =
[
0 : "Any"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
teamcheck(string) : "Targetname of teamcheck goal"
playerclass(choices) : "Player class allowed to use goal" : 0 =
[
0 : "Any"
1 : "Scout"
2 : "Sniper"
3 : "Soldier"
4 : "Demolitions man"
5 : "Medic"
6 : "Heavy Weapons Guy"
7 : "Pyro"
8 : "Spy"
9 : "Engineer"
]
items_allowed(integer) : "Has item #"
h_i_g(integer) : "Has item from group #"
hasnt_item_from_group(integer) : "Hasn't item from group #"
if_item_has_moved(integer) : "If item # has moved"
if_item_hasnt_moved(integer) : "If item # hasn't moved"
if_goal_is_active(integer) : "If goal # active"
if_goal_is_inactive(integer) : "If goal # inactive"
if_goal_is_removed(integer) : "If goal # removed"
if_group_is_active(integer) : "If group # active"
if_group_is_inactive(integer) : "If group # inactive"
if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFItemCriteria
[
team_no(choices) : "Team allowed to use item" : 0 =
[
0 : "Any"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
teamcheck(string) : "Targetname of teamcheck goal"
playerclass(choices) : "Player class allowed to use item" : 0 =
[
0 : "Any"
1 : "Scout"
2 : "Sniper"
3 : "Soldier"
4 : "Demolitions man"
5 : "Medic"
6 : "Heavy Weapons Guy"
7 : "Pyro"
8 : "Spy"
9 : "Engineer"
]
items_allowed(integer) : "Has item #"
h_i_g(integer) : "Has item from group #"
hasnt_item_from_group(integer) : "Hasn't item from group #"
if_item_has_moved(integer) : "If item # has moved"
if_item_hasnt_moved(integer) : "If item # hasn't moved"
if_goal_is_active(integer) : "If goal # active"
if_goal_is_inactive(integer) : "If goal # inactive"
if_goal_is_removed(integer) : "If goal # removed"
if_group_is_active(integer) : "If group # active"
if_group_is_inactive(integer) : "If group # inactive"
if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFButtonCriteria
[
team_no(choices) : "Team allowed to activate entity" : 0 =
[
0 : "Any"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
teamcheck(string) : "Targetname of teamcheck goal"
playerclass(choices) : "Player class allowed to activate entity" : 0 =
[
0 : "Any"
1 : "Scout"
2 : "Sniper"
3 : "Soldier"
4 : "Demolitions man"
5 : "Medic"
6 : "Heavy Weapons Guy"
7 : "Pyro"
8 : "Spy"
9 : "Engineer"
]
items_allowed(integer) : "Has item #"
h_i_g(integer) : "Has item from group #"
hasnt_item_from_group(integer) : "Hasn't item from group #"
if_item_has_moved(integer) : "If item # has moved"
if_item_hasnt_moved(integer) : "If item # hasn't moved"
if_goal_is_active(integer) : "If goal # active"
if_goal_is_inactive(integer) : "If goal # inactive"
if_goal_is_removed(integer) : "If goal # removed"
if_group_is_active(integer) : "If group # active"
if_group_is_inactive(integer) : "If group # inactive"
if_group_is_removed(integer) : "If group # removed"
]
@BaseClass = TFMessages
[
owned_by(choices) : "Owned by-for msg & item glow" : 0 =
[
0 : "Not Owned"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
owned_by_teamcheck(string) : "Owned by teamcheck"
deathtype(string) : "Death type"
b_b(string) : "Message to all"
message(string) : "Message to AP"
b_t(string) : "Message to AP team"
b_n(string) : "Message to non-AP team"
b_o(string) : "Message to owner team"
non_owners_team_broadcast(string) : "Message to non-owner team(s)"
n_b(string) : "Console msg. to all, %s = AP name"
n_t(string) : "Console msg to AP team"
n_n(string) : "Console msg. to non-AP team"
n_o(string) : "Console msg. to owner team"
speak(string) : "Speak (global)"
AP_speak(string) : "Speak (AP)"
team_speak(string) : "Speak (AP team)"
non_team_speak(string) : "Speak (non-AP team)"
owners_team_speak(string) : "Speak (owner team)"
non_owners_team_speak(string) : "Speak (non-owner teams)"
]
@BaseClass = TFItemStatus
[
display_item_status1(integer) : "Item 1 no. for flaginfo"
display_item_status2(integer) : "Item 2 no. for flaginfo"
display_item_status3(integer) : "Item 3 no. for flaginfo"
display_item_status4(integer) : "Item 4 no. for flaginfo"
team_str_home(string) : "Item at origin message, owners"
t_s_m(string) : "Item dropped msg, owners"
t_s_c(string) : "Item carried msg owner, %s = AP name"
non_team_str_home(string) : "Item at origin msg, non owner"
non_team_str_moved(string) : "Item dropped msg, non owner"
n_s_c(string) : "Item carried msg, non owner, %s = AP name"
]
@BaseClass = TFOperations
[
wait(integer) : "Stay active(sec), -1 stays" : 0
delay_time(integer) : "Delay before activate(sec)"
]
@BaseClass = TFOperat2
[
maxammo_shells(Choices) : "Affect all on Team" : 0 =
[
0 : "Disabled"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
maxammo_nails(Choices) : "Affect all not on Team" : 0 =
[
0 : "Disabled"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
t_length(integer) : "Effect radius, 0=infinite" : 0
]
@BaseClass = TFEffects1
[
// if criteria check fails, activate this goal instead
else_goal(integer) : "If criteria fails activate Goal #"
all_active(integer) : "If all goals in group # active..."
last_impulse(integer) : "...activate goal #"
activate_goal_no(integer) : "Activate goal #"
inactivate_goal_no(integer) : "Inactivate goal #"
rv_g(integer) : "Remove goal #"
rs_g(integer) : "Restore goal #"
activate_group_no(integer) : "Activate goals in group #"
inactivate_group_no(integer) : "Inactivate goals in group #"
rv_gr(integer) : "Remove goals in group #"
rs_gr(integer) : "Restore goals in group #"
remove_spawnpoint(integer) : "Remove Spawn point #"
restore_spawnpoint(integer) : "Restore Spawn point #"
rv_s_h(integer) : "Remove spawn group #"
rs_s_h(integer) : "Restore spawn group #"
]
@BaseClass = TFEffects2
[
items(integer) : "Item to give"
]
@BaseClass = TFEffects3
[
axhitme(integer) : "Remove item from APA"
return_item_no(integer) : "Return item #"
r_i_g(integer) : "Remove items in group #"
]
@BaseClass = TFEffects4
[
target(target_destination) : "Target entity with this targetname"
killtarget(target_destination) : "Remove entity with this targetname"
noise(string) : "Play Sound Path/name.wav"
]
@BaseClass = TFEffects4b
[
killtarget(target_destination) : "Remove entity with this targetname"
noise(string) : "Play Sound Path/name.wav"
]
@BaseClass = TFEffects5
[
// All the following attributes are applied to the attributes of
// every player specified by the "goal_effect"(see above).
frags(integer) : "Add/Subtract frags"
lives(integer) : "Add/Subtract lives"
health(integer) : "Add/Subtract health"
armorvalue(integer) : "Armor Value %"
// Armor classes: what they provide superior protection against
// Add up values for multiple protections, e.g. 3 is good vs. all bullets, 20 is good vs explosions & fire.
// 0 - Normal: Nothing
// 1 - Kevlar: Shotgun, Super Shotgun, Sentry Gun, AssCan, trigger_hurt SHOT damage (?)
// 2 - Wooden: Nailgun, Super Nailgun, Railgun, Tranquilizer Gun, Nail Grenade, trigger_hurt SLASH damage (?)
// 4 - Blast: Pipebombs, GL grenades, Rockets, Regular & MIRV grenades, Detpack (still kills though), trigger_hurt BLAST damage (?)
// 8 - Shock: trigger_hurt SHOCK damage (?)
// 16 - Ceramic: Flamethrower, Incendiary Cannon, Napalm Grenade, trigger_hurt BURN damage, "lava" func_water (not very effective)
armorclass(choices) : "Armor Class" : 0 =
[
0 : "0 - Normal"
1 : "1 - Kevlar (shell resistant)"
2 : "2 - Wooden (nail resistant)"
4 : "4 - Blast (explosion resistant)"
8 : "8 - Shock (electricity resistant)"
16 : "16 - Ceramic (fire resistant)"
]
a_s(integer) : "Add/Subtract shells"
a_n(integer) : "Add/Subtract nails"
a_r(integer) : "Add/Subtract rockets"
a_c(integer) : "Add/Subtract cells"
ammo_detpack(integer) : "Add/Subtract detpack"
// Note A: After applying all these values to the player, the playerclass
// limitations of the player are applied. So if you set the health of
// the player over that allowed, by his/her playerclass, it will then
// be lowered to the max_health for that playerclass.
//
// Note B: "lives" allows you to give/remove lives from players. This is only
// useful if the current map limits the number of lives each player
// has. See the Auto Detection section above.
// TeamFortress Grenades can be given/removed to/from the player by setting
// the following two variables.
no_grenades_1(integer) : "Add/subtract grenades #1"
no_grenades_2(integer) : "Add/subtract grenades #2"
// And finally, the following attributes are added to the global time
// and applied to every player specified by the "goal_effect"(see below).
// (e.g. if the goal's invincible_finished is 5, then the player will
// get invincibility for 5 seconds after activating the goal.)
// The following 9 items push the gamedata variable limit past 128 :(
invincible_finished(integer) : "Invincibility duration"
invisible_finished(integer) : "Invisibility duration"
super_damage_finished(integer) : "Quad duration"
radsuit_finished(integer) : "Rad Suit duration"
count(integer) : "Score to AP team"
increase_team(integer) : "Teamcheck team point gain"
increase_team1(integer) : "Blue point gain"
increase_team2(integer) : "Red point gain"
increase_team3(integer) : "Yellow point gain"
increase_team4(integer) : "Green point gain"
]
@BaseClass = TFArmor
[
// The armorclass variable is a toggleflag style variable. You can make
// any combination of armor type, but don't get carried away. :)
respawn_delay(integer) : "Respawn delay" : 5
// PV: see note in TFEffects5
armorclass(choices) : "Armor Class" : 0 =
[
0 : "0 - Normal"
1 : "1 - Kevlar (shell resistant)"
2 : "2 - Wooden (nail resistant)"
4 : "4 - Blast (explosion resistant)"
8 : "8 - Shock (electricity resistant)"
16 : "16 - Ceramic (fire resistant)"
]
]
@BaseClass = Endround
[
endround_time(integer) : "Length of endround"
endround_owned_by(string) : "Owners endround message"
endround_non_owned_by(string) : "Non-owners endround message"
endround_team1(string) : "Endround message for team 1"
endround_team2(string) : "Endround message for team 2"
endround_team3(string) : "Endround message for team 3"
endround_team4(string) : "Endround message for team 4"
]
@BaseClass = Angles
[
angles(string) : "Pitch yaw roll" : "0 0 0"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name (targetname)"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@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 = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass = Button
[
g_a(Choices) : "Goal Activation bitfields" : 1 =
[
0 : "0 - None"
4 : "4 - If AP fails criteria"
8 : "8 - Hit by engin. spanner"
]
// what the goal affects
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
0 : "0 - Nobody"
1 : "1 - Activating player (AP)"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - Not the AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA individually"
]
goal_result(Choices) : "Goal result bitfields" : 0 =
[
0 : "0 - None"
2 : "2 - Sub-goals apply AP mods"
4 : "4 - Scores, intermission, end"
8 : "8 - Sub-Goals don't apply results"
// PV: how the hell can this be used with a button???
// 16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
]
speed(integer) : "Speed" : 5
health(integer) : "Health (shootable if > 0)"
lip(integer) : "Lip"
master(string) : "Master"
wait(integer) : "Delay before reset (-1 stay)" : 3
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch activates": 0
]
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"
]
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"
]
// All the following attributes are applied to the attributes of
// every player specified by the "goal_effect"(see above).
frags(integer) : "Add/Subtract frags"
lives(integer) : "Add/Subtract lives"
armorvalue(integer) : "Armor value %"
// PV: See note in TFEffects5
armorclass(choices) : "Armor class" : 0 =
[
0 : "0 - Normal"
1 : "1 - Kevlar (shell resistant)"
2 : "2 - Wooden (nail resistant)"
4 : "4 - Blast (explosion resistant)"
8 : "8 - Shock (electricity resistant)"
16 : "16 - Ceramic (fire resistant)"
]
a_s(integer) : "Add/subtract shells"
a_n(integer) : "Add/subtract nails"
a_r(integer) : "Add/subtract rockets"
a_c(integer) : "Add/subtract cells"
ammo_detpack(integer) : "Add/subtract detpack"
no_grenades_1(integer) : "Add/subtract grenades #1"
no_grenades_2(integer) : "Add/subtract grenades #2"
invincible_finished(integer) : "Invincibility duration"
invisible_finished(integer) : "Invisibility duration"
super_damage_finished(integer) : "Quad duration"
radsuit_finished(integer) : "Rad Suit duration"
count(integer) : "Score to AP Team"
increase_team(integer) : "Teamcheck team point gain"
increase_team1(integer) : "Blue point gain"
increase_team2(integer) : "Red point gain"
increase_team3(integer) : "Yellow point gain"
increase_team4(integer) : "Green point gain"
]
@BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
[
// how many pieces to create
m_iGibs(integer) : "Number of gibs" : 3
// delay (in seconds) between shots. If 0, all gibs shoot at once.
delay(string) : "Delay between shots" : "0"
// how fast the gibs are fired
m_flVelocity(integer) : "Gib velocity" : 200
// Course variance
m_flVariance(string) : "Course variance" : "0.15"
// Time in seconds for gibs to live +/- 5%
m_flGibLife(string) : "Gib life" : "4"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
@BaseClass = Breakable
[
target(target_destination) : "Target on break"
health(integer) : "Strength" : 1
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"
]
delay(string) : "Delay before fire" : "0"
gibmodel(studio) : "Gib model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
1: "Battery"
2: "Healthkit"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass = Door1
[
g_a(Choices) : "Goal Activation bitfields" : 1 =
[
0 : "0 - None"
4 : "4 - If AP fails criteria"
8 : "8 - Hit by engin. spanner"
]
// what the goal affects
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
1 : "1 - Activating player(AP)"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - Not the AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA individually"
]
goal_result(Choices) : "Goal Result bitfields" : 0 =
[
0 : "none"
2 : "2 - Sub-goals apply AP mods"
4 : "4 - scores, intermission, end"
8 : "8 - Sub-Goals don't apply results"
// PV: Same as with button -- how the hell would this work?
// 16 : "16 - Prevent spy disguise"
32 : "32 - Force respawn, no die"
]
]
@BaseClass = Door2
[
wait(integer) : "delay before close, -1 stay open " : 4
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
target(target_destination) : "Target"
delay(integer) : "Delay before fire"
netname(string) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
killtarget(target_destination) : "KillTarget"
speed(integer) : "Speed" : 100
master(string) : "Master"
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"
]
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Only" : 0
]
// NOTE: must be duplicated in BUTTON
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"
]
]
@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: "squeak 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: "squeak stop"
8: "quick stop"
]
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
]
// Mainly for use with 1009 team settings (game_team_master)
master(string) : "(Team) Master"
yawrate(string) : "Yaw rate" : "30"
yawrange(string) : "Yaw range" : "180"
yawtolerance(string) : "Yaw tolerance" : "15"
pitchrate(string) : "Pitch rate" : "0"
pitchrange(string) : "Pitch range" : "0"
pitchtolerance(string) : "Pitch tolerance" : "5"
barrel(string) : "Barrel Length" : "0"
barrely(string) : "Barrel Horizontal" : "0"
barrelz(string) : "Barrel Vertical" : "0"
spritesmoke(string) : "Smoke Sprite" : ""
spriteflash(string) : "Flash Sprite" : ""
spritescale(string) : "Sprite scale" : "1"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing persistence" : "1"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
]
@BaseClass = 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 = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass color(0 200 200) = Monster
[
g_a(Choices) : "Goal Activation bitfields" : 0 =
[
4 : "4 - if AP fails criteria"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
team_no(choices) : "Team to shoot at" : 0 =
[
0 : "Any"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
teamcheck(string) : "Targetname of teamcheck goal"
playerclass(choices) : "Player class to shoot at" : 0 =
[
0 : "Any"
1 : "Scout"
2 : "Sniper"
3 : "Soldier"
4 : "Demolitions man"
5 : "Medic"
6 : "Heavy Weapons Guy"
7 : "Pyro"
8 : "Spy"
9 : "Engineer"
]
items_allowed(integer) : "Has item #"
h_i_g(integer) : "Has item from group #"
hasnt_item_from_group(integer) : "Hasn't item from group #"
if_item_has_moved(integer) : "If item # has moved"
if_item_hasnt_moved(integer) : "If item # hasn't moved"
if_goal_is_active(integer) : "If goal # active"
if_goal_is_inactive(integer) : "If goal # inactive"
if_goal_is_removed(integer) : "If goal # removed"
if_group_is_active(integer) : "If group # active"
if_group_is_inactive(integer) : "If group # inactive"
if_group_is_removed(integer) : "If group # removed"
TriggerTarget(String) : "AI Trigger Target"
TriggerCondition(Choices) : "AI 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"
]
]
@BaseClass = Trigger
[
killtarget(target_destination) : "Kill target"
//This property doesn't work.
//netname(target_destination) : "Target Path"
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
delay(string) : "Delay before trigger" : "0"
message(string) : "Message (set sound too!)"
spawnflags(flags) =
[
2: "No Clients" : 0
4: "Pushables": 0
]
]
@BaseClass = AVelocity
[
avelocity(string) : "Angular Velocity (PYR)"
]
@BaseClass = ZLightflags
[
zhlt_lightflags(choices) : "ZHLT Light flags" : 0 =
[
0 : "Default"
1 : "Embedded fix"
2 : "Opaque, blocks light"
3 : "Both"
]
_minlight(string) : "Minimum light level"
]
//
// Team Fortress Entities
//
@SolidClass base(Targetname) = func_nobuild : "Engineer no-build area" []
@SolidClass base(Targetname) = func_nogrenades : "Grenades protected area" []
@PointClass base(TFItemStatus) = info_tfdetect : "TF Detection Entity"
[
broadcast(string) : "Version String"
number_of_teams(integer) : "No. of teams-for teamcheck only"
team1_name(string) : "Team 1 VGUI menu name"
team2_name(string) : "Team 2 VGUI menu name"
team3_name(string) : "Team 3 VGUI menu name"
team4_name(string) : "Team 4 VGUI menu name"
// impulse variable settings
//
// Bit 1 (1) : Off - ClasSkin , On - Multiskin
// Bit 2 (2) : Off - ClassPersistence Off , On - ClassPersistence On
// Bit 3 (4) : Off - CheatChecking Off , On - CheatChecking On
// Bit 4 (8) : Off - FortressMap Off , On - FortressMap On
// Bit 5 (16) : Off - RespawnDelay Off , On - RespawnDelay (See below)
// Bit 6 (32) : Off - RespawnDelay Off , On - RespawnDelay (See below)
// Bit 7 (64) : Off - AutoTeam Off , On - AutoTeam On
// Bit 8 (128) : Off - Individual Frags , On - Frags = TeamScore
//
// N.B. FortressMap will be set On automatically by the
// Detection entity anyway, so just ignore that Bit.
//
// N.B. The RespawnDelay settings takes 2 bits. The value of both of
// them determines the level of respawn delay, as follows:
// Bit 5 Bit 6 Result
// Off Off No Respawn delays
// On Off 5 Second respawn delay
// Off On 10 Second respawn delay
// On On 20 Second respawn delay
impulse(integer) : "Game Settings (toggleflags)"
// When using the "message" variable to set do localcmd's, you
// can issue more than one command by seperating them with \n
// Make sure you end it with a \n too.
// E.g. The following changes the gravity and the friction.
// "message" "sv_gravity 200\nsv_friction .5\n"
message(string) : "LocalCmd String"
ammo_shells(choices) : "Blue Lives" : 0 = [ 0 : "infinite" ]
ammo_nails(choices) : "Red Lives" : 0 = [ 0 : "infinite" ]
ammo_rockets(choices) : "Yellow Lives" : 0 = [ 0 : "infinite" ]
ammo_cells(choices) : "Green Lives" : 0 = [ 0 : "infinite" ]
// The following 4 variables use toggle flags with 0 and -1 being special values.
// For no class limits, or for making a team civilian only, use 0 and -1 respectively.
// Otherwise, add up the bit values and use the final number as the maxammo_xxxxx value.
//
// For example, if you wanted class 1 to be unable to play scouts or spys, you'd add the
// two values together (1 + 256) for a value of 257, which you'd then give to maxammo_shells.
maxammo_shells(choices) : "Blue class limits toggleflags" : 0 =
[
0 : "no limits"
-1 : "civilian only"
1 : "1 - no scout"
2 : "2 - no sniper"
4 : "4 - no soldier"
8 : "8 - no demo man"
16 : "16 - no combat medic"
32 : "32 - no heavy weapons guy"
64 : "64 - no pyro"
128 : "128 - no random playerclass"
256 : "256 - no spy"
512 : "512 - no engineer"
]
maxammo_nails(choices) : "Red class limits toggleflags" : 0 =
[
0 : "no limits"
-1 : "civilian only"
1 : "1 - no scout"
2 : "2 - no sniper"
4 : "4 - no soldier"
8 : "8 - no demo man"
16 : "16 - no combat medic"
32 : "32 - no heavy weapons guy"
64 : "64 - no pyro"
128 : "128 - no random playerclass"
256 : "256 - no spy"
512 : "512 - no engineer"
]
maxammo_rockets(choices) : "Yellow class limits toggleflags" : 0 =
[
0 : "no limits"
-1 : "civilian only"
1 : "1 - no scout"
2 : "2 - no sniper"
4 : "4 - no soldier"
8 : "8 - no demo man"
16 : "16 - no combat medic"
32 : "32 - no heavy weapons guy"
64 : "64 - no pyro"
128 : "128 - no random playerclass"
256 : "256 - no spy"
512 : "512 - no engineer"
]
maxammo_cells(choices) : "Green class limits toggleflags" : 0 =
[
0 : "no limits"
-1 : "civilian only"
1 : "1 - no scout"
2 : "2 - no sniper"
4 : "4 - no soldier"
8 : "8 - no demo man"
16 : "16 - no combat medic"
32 : "32 - no heavy weapons guy"
64 : "64 - no pyro"
128 : "128 - no random playerclass"
256 : "256 - no spy"
512 : "512 - no engineer"
]
ammo_medikit(choices) : "Max Players, Blue" : 0 =
[
0 : "0 - Unlimited"
]
ammo_detpack(choices) : "Max Players, Red" : 0 =
[
0 : "0 - Unlimited"
]
maxammo_medikit(choices) : "Max Players, Yellow" : 0 =
[
0 : "0 - Unlimited"
]
maxammo_detpack(choices) : "Max Players, Green" : 0 =
[
0 : "0 - Unlimited"
]
team1_allies(choices) : "Blue Allies" : 0 =
[
0 : "No Allies"
2 : "2 - Red"
4 : "4 - Yellow"
8 : "8 - Green"
]
team2_allies(choices) : "Red Allies" : 0 =
[
0 : "No Allies"
1 : "1 - Blue"
4 : "4 - Yellow"
8 : "8 - Green"
]
team3_allies(choices) : "Yellow Allies" : 0 =
[
0 : "No Allies"
1 : "1 - Blue"
2 : "2 - Red"
8 : "8 - Green"
]
team4_allies(choices) : "Green Allies" : 0 =
[
0 : "No Allies"
1 : "1 - Blue"
2 : "2 - Red"
4 : "4 - Yellow"
]
]
@PointClass base(TFSpawnInfo, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFMessages, Angles) size(-16 -16 -36, 16 16 36) color(255 128 0) = info_player_teamspawn : "TF Team Spawnpoint"
[
g_a(choices) : "Goal activation" : 3 =
[
0 : "0 - only first gets..."
1 : "1 - all get item"
2 : "2 - all get message"
3 : "3 - all get item/messages"
]
g_e(choices) : "Remove after spawn?" : 0 =
[
0 : "no"
1 : "yes"
]
goal_result(choices) : "Pass AP to Activated Goals?" : 0 =
[
0 : "No"
2 : "Yes"
]
]
@PointClass base(info_player_teamspawn) size(-16 -16 -36, 16 16 36) color(255 128 0) = i_p_t : "TF Team Spawnpoint" []
@PointClass color(255 128 0) = info_tf_teamcheck : "Team check"
[
targetname(string) : "Name to target this entity by"
team_no(choices) : "Starting Team" : 1 =
[
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
]
@PointClass color(255 128 0) = info_tf_teamset : "Team set"
[
targetname(string) : "Name to target this entity by"
target(string) : "Teamcheck to target"
team_no(choices) : "Team" : 0 =
[
0 : "Alternate"
1 : "Blue"
2 : "Red"
3 : "Yellow"
4 : "Green"
]
]
@PointClass color(255 128 0) = info_areadef : "Area definition (Deprecated)"
[
areaname(string) : "ENTITY DEPRECATED"
]
@PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles, AVelocity) size(32 32 32) color(255 255 0) = info_tfgoal : "TFC Goal"
[
g_a(Choices) : "Goal Activation bitfields" : 0 =
[
0 : "0 - none"
1 : "1 - player touch"
2 : "2 - detpack explosion"
4 : "4 - when criteria fails"
2048 : "2048 - drop model to ground on spawn"
]
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
1 : "1 - Activating Player(AP)"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - All except AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA criteria individually"
]
goal_result(Choices) : "Goal Result bitfields" : 0 =
[
0 : "none"
1 : "1 - remove immediately"
2 : "2 - Sub-Goals apply mods"
4 : "4 - scores, intermission, end"
8 : "8 - Sub-goals don't apply mods"
16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
64 : "64 - Remove SG & dispensers"
]
]
@SolidClass base(TFInfo1, TFInfo2, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages) color(255 255 0) = i_t_g : "TFC Goal shortcut, solid"
[
g_a(Choices) : "Goal Activation bitfields" : 1 =
[
0 : "0 - none"
1 : "1 - player touch"
2 : "2 - detpack explosion"
4 : "4 - if Criteria fails"
]
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
1 : "1 - Activating Player(AP)"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - All except AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA individually"
]
goal_result(Choices) : "Goal Result bitfields" : 0 =
[
0 : "none"
1 : "1 - remove immediately"
2 : "2 - Sub-Goals apply mods"
4 : "4 - scores, intermission, end"
8 : "8 - Sub-goals don't apply mods"
16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
64 : "64 - Remove SG & dispensers"
]
]
@PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles) size(16 16 16) color(255 255 0) = info_tfgoal_timer : "Goal Timer"
[
goal_state(choices) : "Goal Initial State" : 2 =
[
1 : "Active"
2 : "Inactive"
3 : "Removed"
]
search_time(integer) : "Time between activations"
g_e(Choices) : "Goal Effects bitfields" : 0 =
[
0 : "None"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA criteria individually"
]
goal_result(choices) : "Goal Result bitfields" : 0 =
[
0 : "None"
1 : "1 - remove after activating"
2 : "2 - Sub-Goals apply mod APA"
4 : "4 - Display scores, end level"
8 : "8 - Sub-goals don't apply mods"
16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
64 : "64 - If APA fails criteria"
]
]
@PointClass base(info_tfgoal_timer) size(16 16 16) color(255 255 0) = i_t_t : "Goal Timer" []
@PointClass base(TFItemInfo, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects3, TFEffects4, TFEffects5, TFMessages, Angles, AVelocity) size(16 16 16) color(255 128 0) = item_tfgoal : "TF Goal Item"
[
g_a(Choices) : "Goal Activation Bitfields" : 0 =
[
0 : "0 - none"
1 : "1 - player glows"
2 : "2 - move at half-speed"
4 : "4 - drop item on death"
8 : "8 - return upon death-drop"
16 : "16 - return if removed by goal"
32 : "32 - return if (128) is set"
64 : "64 - if AP fails criteria"
128 : "128 - remove after pause"
256 : "256 - keep item when player dies"
512 : "512 - glows when not carried"
1024 : "1024 - player keeps effects"
2048 : "2048 - drop to ground at spawn"
4096 : "4096 - is droppable"
8192 : "8192 - is solid"
]
// what the goal affects
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
1 : "1 - AP is affected"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - Everyone except AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
64 : "64 - Check APA individually"
]
speed_reduction(integer) : "Percentage of full speed"
pausetime(integer) : "Pause (stays on ground) seconds"
distance(integer) : "All in group# being carried..."
pain_finished(integer) : "...activate this goal"
speed(integer) : "All in group # by 1 player.."
attack_finished(integer) : "...activate this goal"
impulse(integer) : "Activate/Restore goal on return"
goal_result(choices) : "Goal Result bitfields" : 0 =
[
0 : "None"
1 : "1 - remove after activating"
2 : "2 - Sub-Goals apply mod AP"
4 : "4 - Display scores, end level"
8 : "8 - Sub-goals don't apply results to APA"
16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
64 : "64 - Remove SG & dispensers"
]
team_drop(string) : "Center msg, death drop, owner team"
non_team_drop(string) : "Center msg, death drop, non owners"
netname_team_drop(string) : "Console msg, death drop, owner team"
netname_non_team_drop(string) : "Console msg, death drop, non owners"
noise3(string) : "Return to start msg, team"
noise4(string) : "Return to start msg, owners"
items(choices) : "Highlight HUD items bitvalue" : 0 =
[
0 : "No Highlighting"
131072 : "Blue logo"
262144 : "Red logo"
16777216 : "Yellow logo"
33554432 : "Green logo"
]
replacement_model(string) : "Replacement model"
replacement_model_body(integer) : "Replacement model Body setting"
replacement_model_skin(integer) : "Replacement model Skin setting"
replacement_model_flags(choices) : "Replacement model Flags" : 0 =
[
1 : "1 - hide player's weapon model"
]
]
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor1 : "Green Armor" []
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor2 : "Yellow Armor" []
@PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor3 : "Red Armor" []
@PointClass size(-16 -16 0, 16 16 72) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_envirosuit : "Envirosuit (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invisibility : "Invisibility (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invulnerability : "Invulnerability (Deprecated)" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_super_damage : "Quad (Deprecated)" []
//
// HL Entities
//
@PointClass = _halflife_entities_below_ : "This is not an entity!" []
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Ambient Generic"
[
message(sound) : "WAV Name"
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:"Is NOT Looped":0
]
]
@SolidClass base(Target, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4b, TFEffects5, TFMessages ) = button_target : "Target Button"
[
master(string) : "Master"
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
]
@PointClass base(Targetname, Angles, AVelocity) size(-16 -16 0, 16 16 72) = cycler : "Model Cycler"
[
model(studio) : "Model"
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" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, Angles, RenderFields, RenderFxChoices) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
]
//
// Environmental effects
//
@PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "1"
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)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "1"
damage(string) : "Damage / second" : "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 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 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)"
1 : "Yellow (Alien)"
]
amount(string) : "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) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
[
iMagnitude(Integer) : "Magnitude" : 100
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
]
]
@PointClass base(Targetname) color(255 255 128) = 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, RenderFxChoices) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(integer) : "Scale" : 1
]
@PointClass base(Targetname) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
[
spawnflags(flags) =
[
1: "Reverse" : 0
]
]
@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = 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)" : 35
framestart(integer) : "Starting Frame" : 0
damage(string) : "Damage / second" : "100"
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass 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(string) : "Volume 0-10" : "10"
messageattenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Target, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
]
]
@PointClass base(Targetname) = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "Global Shake" : 0
]
amplitude(string) : "Amplitude 0-16" : "4"
radius(string) : "Effect radius" : "500"
duration(string) : "Duration (seconds)" : "1"
frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]
@PointClass base(Targetname, Angles, gibshooterbase, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model or Sprite name" : ""
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(string) : "Gib Sprite Scale" : ""
skin(integer) : "Gib Skin" : 0
]
@PointClass iconsprite("sprites/speaker.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) = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Angles, Targetname, RenderFields, RenderFxChoices) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : ""
spawnflags(flags) =
[
1: "Start ON" : 0
2: "Play Once" : 0
]
]
@SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_breakable : "Breakable Object"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 0
]
]
@SolidClass base(Targetname, Target, Angles, Button, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFMessages, AVelocity) = func_button : "Button" []
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, Targetname, Angles) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
]
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = func_door : "Basic door" []
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = 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 base(RenderFields, RenderFxChoices, ZLightflags) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_guntarget : "Moving target"
[
speed(integer) : "Speed (units per second)" : 100
target(target_source) : "First stop target"
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
]
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_healthcharger: "Wall health recharger"
[
dmdelay(integer) : "Deathmatch recharge delay" : 0
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
]
]
@SolidClass base (Targetname) = func_ladder : "Ladder" []
@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, Angles, RenderFields, RenderFxChoices, ZLightflags) = 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: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria, AVelocity) = func_plat : "Moving Platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
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
]
@SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags) = 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
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
]
@SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_recharge: "Battery recharger"
[
dmdelay(integer) : "Deathmatch recharge delay" : 0
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = func_rot_button : "RotatingButton"
[
g_a(Choices) : "Goal Activation bitfields" : 1 =
[
0 : "0 - none"
4 : "4 - if AP fails criteria"
8 : "8 - hit by engin. spanner"
]
// what the goal affects
g_e(Choices) : "Goal Effects bitfields" : 1 =
[
1 : "1 - Activating Player(AP)"
2 : "2 - APs team"
4 : "4 - Not on APs team"
8 : "8 - Not the AP"
16 : "16 - Walls obstruct radius"
32 : "32 - Same environment only"
]
goal_result(Choices) : "Goal Result bitfields" : 0 =
[
0 : "none"
2 : "2 - Sub-goals apply AP mods"
4 : "4 - scores, intermission, end"
8 : "8 - Sub-Goals don't apply results"
16 : "16 - Prevent Spy disguise"
32 : "32 - Force respawn, no die"
]
target(target_destination) : "Targetted object"
// changetarget will change the button's target's TARGET field to the button's changetarget.
changetarget(target_destination) : "ChangeTarget Name"
master(string) : "Master"
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" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "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
]
]
@SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags) = 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" : 0
]
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass base(Targetname, TFButtonCriteria) = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackautochange : "Automatic track changing platform" []
@SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackchange : "Train track changing platform" []
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Passable" : 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"
]
@SolidClass base(TFButtonCriteria) = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_train : "Platform follows paths"
[
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
dmg(integer) : "Damage on crush" : 0
skin(integer) : "Contents" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
spawnflags(flags) =
[
8 : "Not solid" : 0
]
]
@SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_wall : "Wall" []
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Targetname, Angles, Door2, RenderFields, RenderFxChoices, ZLightflags) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256:"Use Only" : 0
]
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
]
WaveHeight(string) : "Wave Height" : "0"
]
@PointClass base(Targetname, Angles, gibshooterbase) = gibshooter : "Gib Shooter" []
//
// info entities
//
@PointClass decal() base(Targetname) = infodecal : "Decal"
[
texture(decal)
]
@PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "ZHLT Compile Options Entity"
[
texdata(string) : "Texture Data Memory (in KB)" : "4096"
estimate(choices) : "Estimate Compile Times?" : 0 =
[
0: "Yes"
1: "No"
]
bounce(integer) : "Number of radiosity bounces" : 0
ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0"
smooth(integer) : "Smoothing threshold (in degrees)" : 0
dscale(integer) : "Direct Lighting Scale" : 1
chop(integer) : "Chop Size" : 64
texchop(integer) : "Texture Light Chop Size" : 32
hullfile(string) : "Custom Hullfile"
priority(choices) : "Priority Level" : 0 =
[
0 : "Normal"
1 : "High"
-1 : "Low"
]
wadautodetect(choices) : "Wad Auto Detect" : 0 =
[
0 : "Off"
1 : "On"
]
wadconfig(string) : "Custom Wad Configuration" : ""
verbose(choices) : "Verbose compile messages" : 0 =
[
0 : "Off"
1 : "On"
]
noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 =
[
1 : "Yes"
0 : "No"
]
spawnflags(flags) =
[
1 : "Run CSG" : 1
2 : " No Clip" : 0
4 : " Only Ents" : 0
8 : " No Sky Clip" : 0
32 : "Run BSP" : 1
64 : " Leak Only" : 0
128 : " No Clip" : 0
256 : "Run VIS" : 1
512 : " Fast " : 0
2048 : "Run RAD" : 1
4096 : " Sparse " : 0
8192 : " Circus Mode" : 0
16384 : " Extra Mode " : 0
]
]
@PointClass base(Target, Angles, AVelocity) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = info_player_start : "Player start" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) color(0 255 0) base(Targetname, Angles) = info_teleport_destination : "Teleport destination" []
@PointClass color(255 128 0) = info_texlights : "ZHLT Texture Light Config" []
//
//HL items
//
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_antidote : "Poison antidote" []
// PV: CAUTION! Misprogrammed in TFC! Will only charge to 100 armor and will over-charge classes with max armor <100!
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_battery : "HEV battery" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_healthkit : "Small Health Kit" []
@PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_longjump : "Longjump Module" []
//
// lights
//
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname) = light : "Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
_light(color255) : "Brightness" : "255 255 128 200"
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
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"
]
pattern(string) : "Custom Appearance"
]
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles) = light_spot : "Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "255 255 128 200"
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
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"
]
pattern(string) : "Custom Appearance"
]
@PointClass base(Angles) iconsprite("sprites/lightbulb.spr") = light_environment : "Environmental Light"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
]
@SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = momentary_rot_button : "Direct wheel control"
[
speed(integer) : "Speed" : 50
master(string) : "Master"
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"
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 useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
]
@PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" []
@PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager"
[
spawnflags(Flags) =
[
1 : "Multithreaded" : 0
]
]
@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
@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, Angles) size(16 16 16) = path_track : "Train Track Path"
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []
@PointClass base(Targetname) = target_cdaudio : "CD Audio Target"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
radius(string) : "Player Radius"
]
//
// Triggers
//
@PointClass base(Target, Targetx, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = 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"
]
]
@PointClass base(Target, Targetx, Targetname, TFButtonCriteria) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
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"
]
@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
]
@PointClass base(Target, Targetx, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@SolidClass base(Trigger, Target, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
master(string) : "Master"
count(integer) : "Count before activation" : 2
]
@SolidClass base(Trigger, Target, Targetname) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname, Target, TFButtonCriteria) = trigger_hurt : "Trigger player hurt"
[
g_a(Choices) : "Goal Activation bitfields" : 0 =
[
5 : "5 - if AP fails criteria"
]
deathtype(string) : "Death type"
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
master(string) : "Master"
dmg(integer) : "Damage" : 10
delay(string) : "Delay before trigger" : "0"
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"
]
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 10
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_once : "Trigger: Activate once" []
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, Angles) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
@PointClass base(Target, Targetname, Targetx, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_teleport : "Trigger teleport" []
//
// Xen
//
@PointClass base(Target, Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
[
spawnflags(Flags) =
[
1 : "Sync Movement" : 0
]
]
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" []
@PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []