Condition Zero Deleted Scenes.fgd
Jump to navigation
Jump to search
///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ // Counter-Strike Condition Zero Deleted Scenes // \\ \\ // Valve Hammer Editor 3.5 // \\Converting brush entities into point entities\\ // Last Edited: Friday, April 10, 2004 // \\ Make a point entity where you would like. \\ // // \\ Write down the origin of the entity. \\ // for trouble, contact tsimscabinet@msn.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 \\\\ /// \\\ // \\ ///////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ // // 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_iszEntitybr // *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. ////////////////////////////////////////////////////////////////////////////////////////////////////////// @SolidClass = worldspawn : "World entity" [ maptier(integer):"Maptier(???)" message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" sounds(integer) : "CD track to play" : 0 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "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 time delay(for wind?)" minWindX(integer):"Maximum x axis wind" minWindY(integer):"Maximum Y axis wind" maxTime(integer):"Maximum time delay(for wind?)" 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(string) : "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(string) : "Delay before trigger" : "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(string):"Target Monster" dropchance(string):"Chance of drop":"" 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_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(string) : "Delay before fire" 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":"BlowTorch" "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(string) : "(Team) Master" spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] 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(sprite) : "Smoke Sprite" : "" spriteflash(sprite) : "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" _minlight(string) : "Minimum light level" ] @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(string) : "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(string) : "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(string) : "Delay between shots" : "0" m_flVelocity(integer) : "Gib Velocity" : 0 m_flVariance(string) : "Course Variance" : "0" m_flGibLife(string) : "Gib Life" : "4" 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 scales(???) (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):"Faloff Start Distance":0 falloff_end_dist(integer):"Faloff 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(integer) : "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(string) : "Delay before trigger" : "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(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 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(integer) : "Amount of original fps" : 1 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(integer) : "Amount of original fps" : 1 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(string) : "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(integer) : "Scale" : 1 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(string) : "Life (seconds 0 = infinite)" : "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(string) : "Strike again time (secs)" : "0" 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 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(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, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_debris : "Spark" [ MaxDelay(string) : "Max Delay" : "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(integer):"Scale" 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(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" ] //will cause objective failure when triggered @PointClass base(Targetname) = env_missionfailure : "Failure Management" [ music(string):"Music" rendercolor(color255):"Render color(huh???)":"0 0 0" renderamt(integer):"Render amount(huh???)" fade_alpha(integer):"Screen Fade Opacity" loadtime(integer):"Load time" holdtime(integer):"Hold time" duration(integer):"Duration" ] @PointClass iconsprite("sprites/CZ/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties" [ //yes env fog does work in cz! //w00t 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(integer) : "Sprite Scale" : 1 ] @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(string) : "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(integer):"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(integer):"Velocity mod(???)":1 m_flGibLife(integer):"Gib (Ammo?) Life" 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(string) : "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(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(integer) : "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(string) : "Gib Scale" : "" 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(integer) : "Smoke Scale" : 1 ] @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(string) : "Max Delay" : "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(integer) : "Framerate" model(sprite) : "Sprite Name" scale(integer) : "Scale" 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(string) : "Minimum light level" ] @SolidClass base(Door,Netname,Func2) = func_button : "Button" [ // Path Target overrides Targetted 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) : "Targetted 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 useable" : 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) size(-16 -16 -32, 16 16 32) = 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) size(-16 -16 -32, 16 16 32) = 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) size(-16 -16 -32, 16 16 32) = monster_sentry : "Sentry" [ spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass studio() 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 rescued 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 automaticly at the start of each round. // If the entity is named, then only when it is targetted 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(string) : "C4 Detonate Delay" : "20" detonatetarget(string) : "Trigger When Detonated" defusetarget(string) : "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"[]