零点行动:删除片段(关卡模式)fgd文件(部分汉化)
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重要说明
Hammer 3.5只支持长度小于32个字符的实体名称。因此,类似monster_ct_* and monster_terrorist_* 等某些长度超过这个限制的实体无法在Hammer 3.5里显示。你可以通过将地图源文件另存为扩展名为"map"格式后用文本编辑器手动修改其中超过限制的实体名。 原英文版fgd此处给出了通过脚本来转换达到目的的方法。如有需要,可以回到原页面Condition Zero Deleted Scenes.fgd 查看。
//============================================================================= // // // 1011111111111111111111111111111111111111111111111111111111 // 1000111111111110000000000000000000000000000011111111111000 // 1011100000000001111111111111111111111111111100000000001100 // 1011100000000011111111100111111111001111111110000000001110 // 101101 111111100000111111111110000001111111 00110 // 101100 11111110001 11110001111 100001111111 00110 // 101100 1011110001 101101 001101 1000111100 00110 // 101100111111001 101100 001101 00011111100110 // 1011111111001 101110 011101 001111111110 // 10111111100 01110 01110 00111111110 // 1011111100 011101 101110 0011111110 // 101111100 001101 101100 001111110 // 101111101 101100 001101 00111110 // 10111100 101110 001101 10111110 // 1011110 01111111111111111111111101 0011110 // 1011100 001111111010101010111111110 1011110 // 1011100 00111111111111111111111111100 1011110 // 1011100 1011111111111111111111111111101 011110 // 1011100 101111111111111111111111111111101 011110 // 1011100 10111111111111111111111111111111101 1011110 // 1011110 01110111111100010000010111111100110 0011110 // 10111100 001101 01111111111111111111110 01110 10111110 // 101111101 101100 10110 01101 101101 00111110 // 101111100111100 10110 01101 10111001111110 // 10111111011110 01101 00100 0011111111110 // 1011111111110 01101 10110 001111111110 // 1011111111100 10110 101101 1001111100110 // 101100111111001 10100 01101 100111111100110 // 10110111111111000 01101 00101 10001111111111110 // 101111111011111100001 1110 10111 10001111101101111110 // 101111110 111111110000101111101110000001111111 10111110 // 101111101 111111111101111101111111111111111 0011110 // 1011111011111111111111111111111111111111111111110111011100 // 1000000000000000000000000000000000000000000000000000000000 // // // Counter-Strike Condition Zero Deleted Scenes // Valve Hammer Editor 3.5 // 最后修改:2014-7-3 16:13:21 // 最后修改:2014-8-16 18:13:20 -修改和增加了env_fog的部分键值 // 最后修改:2015-7-27 14:50:24 -修改了game_player_equip实体火箭筒部分 // 最后修改:2015-7-28 19:06:58 -增加了trigger_stealth实体 // 最后修改:2015-7-30 00:38:41 -增加了部分武器的点实体 // 最后修改:2015-7-30 13:55:42 -修复了item_armor的错误 // 最后修改:2015-8-1 00:52:45 -增加了env_missionfailure实体的message键值 // 最后修改:2016-7-26 11:05:43 -增加了玻璃的粉末状破碎实体标记和汉化;增加了点实体func_train // 最后修改:2016-7-27 19:54:45 -增加了炮塔的精确度实体;增加了gibshooter实体并汉化,(注意此实体在官方图cz_fastline1中键值编辑里有quiet和bodygroup选项) // 最后修改:2016-8-3 20:08:00 -增加了trigger_usetool实体的部分选项 // 最后修改:2016-8-7 17:51:39 -增加了func_breakable实体的部分选项 // 最后修改:2016-8-17 13:18:40 -增加了func_breakable实体的部分选项 // // 基于Condition_Zero_Deleted_Scenes.fgd(https://developer.valvesoftware.com/wiki/Condition_Zero_Deleted_Scenes.fgd)整理. // 并基于modchina_2008cs.fgd进行部分内容汉化. // 如果遇到问题,请联系[email protected] // QQ:1072372186 // 冬冬制作. // // // Converting brush entities into point entities: // Make a point entity where you would like. // Write down the origin of the entity. // Change the name of the entity to the func_* one you would like. // Add the corresponding model to the model key field. // Treat "body" and "skin" how you would with a normal studiomodel entity. // Make sure you add the "origin" of your point // entity to this one as they don't get saved by default. // WARNING: // You will not be able to see the entity next time you // load it on Hammer. Next time you save, the origin will be erased. //////////////////////////////////////////////////////////////////////////////// @SolidClass = worldspawn : "全局实体" [ maptier(integer) : "Map Tier" message(string) : "地图描述 / 标题" skyname(string) : "天空背景 (cl_skyname)" sounds(integer) : "播放CD音轨" : 0 light(integer) : "默认光线等级" WaveHeight(integer) : "默认波浪高度" MaxRange(integer) : "最大可视范围" : 8192 chaptertitle(string) : "关卡开始文字" lightmultiplier(integer) : "Light multiplier" radfile(string) : "Radfile (unused/unneeded?)" mapversion(integer) : "Map Version" : 220 startdark(choices) : "关卡开始由黑色渐入" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "新回合状态设置" : 0 = [ 0 : "保持原有状态" 1 : "恢复初始状态" ] minTime(integer) : "Minimum wind time delay" minWindX(integer) : "Maximum x axis wind" minWindY(integer) : "Maximum Y axis wind" maxTime(integer) : "Maximum wind time delay" maxWindX(integer) : "Maximum x axis wind" maxWindY(integer) : "Maximum Y axis wind" ] @BaseClass studio() = FuncAddition [ model(studio) : "Model (if not brush)" body(integer) : "Body (if not brush)" origin(string) : "Origin (XYZ) (if not brush)" style(choices) : "Texlight style" : 0 = [ 0 : "Normal" -3 : "Grouped" 10 : "Fluorescent flicker" 2 : "Slow, strong pulse" 11 : "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12 : "Underwater" ] ] @BaseClass base(FuncAddition) = Func2 [ skin(integer) : "Skin (if not brush)" ] @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @BaseClass = Global [ globalname(string) : "全局实体名称" ] @BaseClass studio() = ModelFile [ model(studio) : "Model" body(integer) : "Body" : 0 skin(integer) : "Skin" : 0 ] @BaseClass = ZHLT [ zhlt_lightflags(choices) :"灯光标志 (Zhlt 2.2+)" : 0 = [ 0: "普通" 1: "内含" 2: "不透明 (光块)" 3: "不透明 + 内含" 6: "不透明 + 凹陷" ] zhlt_customshadow(integer) : "Shadow Transparency" : 0 light_origin(string) : "灯光起源 (Zhlt 2.2+)" ] @BaseClass = RenderFxChoices [ renderfx(choices) : "渲染效果" : 0 = [ 0: "普通" 1: "缓慢节奏" 2: "快速节奏" 3: "缓慢宽节奏" 4: "快速宽节奏" 9: "缓慢滤波" 10: "快速滤波" 11: "更快滤波" 12: "缓慢闪烁" 13: "快速闪烁" 5: "缓慢渐隐" 6: "快速渐隐" 7: "缓慢渐显" 8: "快速渐显" 14: "持续发光动画 (Sprites)" 15: "扭曲模型 (Models)" 16: "全息图 (扭曲 + 渐隐)" ] ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "渲染模式" : 0 = [ 0: "普通(无光)" 1: "纯颜色" 2: "纹理(微光)" 3: "发光(仅sprites)" 4: "固体(无光)" 5: "附加" ] renderamt(integer) : "透明度 (1 - 255)" : 0 rendercolor(color255) : "渲染色 (R G B)" : "0 0 0" lightmultiplier(integer) : "Light multiplier" ] @BaseClass = Master [ master(target_destination) : "属主" ] @BaseClass = Target [ target(target_destination) : "目标" ] @BaseClass = Targetname [ targetname(target_source) : "名称" ] @BaseClass = Netname [ netname(target_destination) : "Ent-Specific Target" ] @BaseClass = Classtype [ classtype(string) : "Class type (TS1/TS2/CTS1/CTS2/CIV)" ] @BaseClass base(Target) = Targetx [ delay(string) : "引发前延时" : "0.0" killtarget(target_destination) : "删除目标" ] @BaseClass = Angles [ Angles(string) : "倾斜旋转角度 (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" deathtrigger(target_destination) : "Death Trigger" deadanim(string) : "Dead animation name" language(string) : "语言 (AM, SP, JA)" cantmove(choices) : "Movement" : 0 = [ 0 : "Normal" 1 : "1 (Sniper/No Movement)" 2 : "2 (Turret)" ] weaponaccuracy(integer) : "Weapon accuracy" healthmult(string) : "增加生命值" netname(target_destination) : "Netname" unkillable(integer) : "无敌(可被打中并出血)0或1" invulnerable(integer) : "无敌(空气人,打不着)0或1" idleanim(string) : "Idle anim name" cower(integer) : "Cower" head(integer) : "Head" provoke(integer) : "Provoke" 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(choices) : "Weapons (?)" : 0 = [ 0 : "0 (?)" 32 : "32 (?)" 64 : "64 (?)" ] silentdeath(choices) : "Silent Death" : 0 = [ 0 : "No" 1 : "Yes" ] behavior(integer) : "Behavior (?)" count(integer) : "Count" lightmultiplier(integer) : "Light multiplier" sequencename(string) : "Sequence name" nopvs(choices) : "Include in Potentially Visible Set (PVS)" : 0 = [ 0 : "Yes" 1 : "No" ] dontfall(integer) : "Don't Fall to Floor" m_iszEntity(target_destination) : "Target Monster" dropchance(string) : "Chance of drop" : "0.0" dropitem(choices) : "Drop" : 0 = [ "0" : "No Weapon" "weapon_aug" : "Steyr Aug" "weapon_blowtorch" : "BlowTorch" "weapon_briefcase" : "Briefcase" "weapon_camera" : "Camera" "weapon_deagle" : "Desert Eagle" "weapon_elite" : "Elite" "weapon_fiberobticcamera" : "Fiber Optic Camera" "weapon_flashbang" : "FlashBang" "weapon_g3sg1" : "G3SG1" "weapon_hegrenade" : "HE Grenade" "weapon_knife" : "Knife" "weapon_mp5navy" : "Mp5 Navy" "weapon_m60" : "M60" "weapon_m4a1" : "Colt Carbine M4A1" "weapon_radio" : "Radio" "weapon_radiocontrolledbomb" : "Radio Controlled Bomb" "weapon_scout" : "Steyr Scout" "weapon_sg552" : "SIG552" "weapon_smokegrenade" : "Smoke Grenade" "weapon_ump45" : "H&K Ump45" "weapon_xm1014" : "Xm1014" "weapon_awp" : "Artic Warfare Magnum" "weapon_c4" : "C4" "weapon_usp" : "Usp" "weapon_ak47" : "Ak47" "weapon_laws" : "M72 LAW" "ammo_338magnum" : "ammo_338magnum" "ammo_357sig" : "ammo_357sig" "ammo_45acp" : "ammo_45acp" "ammo_45cp" : "ammo_45cp" "ammo_50ae" : "ammo_50ae" "ammo_556nato" : "ammo_556nato" "ammo_556natobox" : "ammo_556natobox" "ammo_57mm" : "ammo_57mm" "ammo_762nato" : "ammo_762nato" "ammo_762natobox" : "ammo_762natobox" "ammo_9mm" : "ammo_9mm" "ammo_buckshot" : "ammo_buckshot" "ammo_generic" : "ammo_generic" ] ] @BaseClass base(Targetname, Target, Global, Master, RenderFields, Angles, ZHLT) = Breakable [ gibentityvelocity(integer) : "Gib velocity" gibdirection(string) : "Gib Direction" target(target_destination) : "破碎后引发目标" delay(string) : "引发前延时" : "0.0" health(integer) : "耐久度" material(choices) : "材质" : 0 = [ //* 模型: models/glassgibs.mdl //* 破裂声音: debris/bustglassX.wav //* 反弹声音: debris/glassX.wav 0: "玻璃" //* 模型: models/woodgibs.mdl //* 破裂声音: debris/bustcrateX.wav //* 反弹声音: debris/woodX.wav 1: "木质" //* 模型: models/metalplategibs.mdl //* 破裂声音: debris/bustmetalX.wav //* 反弹声音: debris/metalX.wav 2: "金属" //* 模型: models/fleshgibs.mdl //* 破裂声音: debris/bustfleshX.wav //* 反弹声音: debris/fleshX.wav 3: "肉体" //* 模型: models/cindergibs.mdl //* 破裂声音: debris/bustconcreteX.wav //* 反弹声音: debris/concreteX.wav 4: "砖块" //* 模型: models/ceilinggibs.mdl //* 破裂声音: debris/bustceilingX.wav //* 反弹声音: none 5: "瓷砖" //* 模型: models/computergibs.mdl //* 破裂声音: debris/bustmetalX.wav //* 反弹声音: debris/woodX.wav //* 注意: 在破损是发出声音 6: "电脑" //* 模型: models/glassgibs.mdl //* 破裂声音: debris/bustglassX.wav //* 反弹声音: debris/glassX.wav //* 注意: 破损时产生弹跳声音 7: "防弹玻璃" //* 模型: models/rockgibs.mdl //* 破裂声音: debris/bustconcreteX.wav //* 反弹声音: debris/concreteX.wav 8: "石头" ] explosion(choices) : "碎片散发方向" : 0 = [ 0 : "随机" 1 : "攻击者方向" ] gibmodel(studio) : "碎片模型" : "" spawnobject(choices) : "破碎产生的物体" : 0 = [ 0: "(0)无,可试着填数字" 1: "(1)盔甲" 2: "(2)药包" 9: "(9)散弹枪弹药" ] explodemagnitude(integer) : "爆炸范围 (0=无)" : 0 explodespritescale(integer) : "爆炸spr缩放" : 0 //添加于2016-8-17 13:18:22 grenadetouch(integer) : "Grenade Touch (?)" : 0 //this is what weapon or item can damage this breakable //...for example... //if you put grenade in this area, it will only be broken by a grenade attack onlydamagedby(choices) : "Only damaged by" : "" = [ "" : "Nothing" "weapon_blowtorch" : "Blow Torch" "weapon_knife" : "Knife" "weapon_hegrenade" : "HE Grenade" "bomb" : "Radio Controlled Bomb" "weapon_laws" : "M72 LAW" "laws_rocket" : "火箭弹" //添加于2016-8-7 17:51:16 ] 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 [ // 大概使用1009组设置 (game_team_master) master(target_destination) : "(队) 属主" spawnflags(flags) = [ 1 : "自动控制" : 0 16: "按照指定" : 0 32: "玩家控制" : 0 ] yawrate(string) : "左右转动速度" : "30" yawrange(string) : "左右转动范围" : "180" yawtolerance(string) : "左右转动偏差" : "15" pitchrate(string) : "上下转动速度" : "0" pitchrange(string) : "上下转动范围" : "0" pitchtolerance(string) : "上下转动偏差" : "5" barrel(string) : "轴心长度" : "0" barrely(string) : "轴心宽度" : "0" barrelz(string) : "轴心高度" : "0" spritesmoke(sprite) : "烟雾动画(Sprite)" : "" spriteflash(sprite) : "火花动画(Sprite)" : "" spritescale(string) : "动画比例(Sprite)" : "1" rotatesound(sound) : "旋转声音" : "" firerate(string) : "射速" : "1" bullet_damage(string) : "每发子弹伤害力" : "0" persistence(string) : "持续射击时间" : "1" firespread(choices) : "子弹精确度" : 0 = [ 0: "完美" 1: "较好" 2: "一般" 3: "较差" 4: "极差" ] minRange(string) : "最小目标范围" : "0.0" maxRange(string) : "最大目标范围" : "0.0" _minlight(integer) : "最小灯光等级" : 0 ] @BaseClass base(Targetname, Target, Targetx, Global, Master, RenderFields, Angles, ZHLT) = Door [ speed(integer) : "Speed" : 100 movesnd(choices) : "Move Sound" : 0 = [ 0: "无声" 1: "辅助 (变化)" 2: "气动 (变化)" 3: "气动 (滚动)" 4: "真空门" 5: "水压驱动门" 6: "大滚动的门" 7: "轨道门" 8: "爽快的金属门" 9: "吱吱响的门 1" 10: "吱吱响的门 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "无声" 1: "叮当响停止" 2: "叮当混响效果" 3: "齿轮效果" 4: "结实的门" 5: "轻型空气制动" 6: "金属滑动停止装置" 7: "金属制动锁效果" 8: "轻快金属停止效果" ] wait(integer) : "关闭前延时(-1 暂停打开)" : 0 lip(integer) : "露出的尺寸" : 0 dmg(integer) : "夹住玩家造成的伤害" : 0 message(string) : "引发时显示的信息" netname(string) : "关闭时引发" health(integer) : "耐久度(开放射击)" : 0 spawnflags(flags) = [ 1 : "开始时打开" : 0 4 : "不连结" : 0 8: "允许通过" : 0 2: "不自动关闭" : 0 256: "只能引发" : 0 ] locked_sound(choices) : "锁定的声音" : 0 = [ 0: "无声" 2: "拒绝访问声音" 8: "咝咝声" 10: "嗡嗡声" 11: "挂断电话效果" 12: "门闩声音" ] unlocked_sound(choices) : "解锁的声音" : 0 = [ //* 声音例子 "buttons/button10.wav". 0: "无声" 1: "夸张的咝咝声" 3: "访问通过声音" 4: "快速连串声音" 5: "断电声音效果 1" 6: "断电声音效果 2" 7: "活塞" 8: "小的咝咝声" 9: "钥匙卡声音" 10: "嗡嗡响声音" 13: "拉开门闩" 14 : "Lightswitch" ] locked_sentence(choices) : "锁定的方式" : 0 = [ 0: "无" 1: "信息(拒绝访问)" 2: "安全锁定" 3: "防爆门效果" 4: "防火门效果" 5: "防化门效果" 6: "防射线门效果" 7: "信息(围堵)" 8: "维护门效果" 9: "破损关门效果" 10 : "Buzz" 11 : "Buzz Off" 12 : "Latch Locked" ] unlocked_sentence(choices) : "解锁的方式" : 0 = [ 0: "无" 1: "信息(访问通过)" 2: "安全打开" 3: "防爆门效果" 4: "防火门效果" 5: "防化门效果" 6: "防射线门效果" 7: "信息(围堵)" 8: "维护门效果" ] _minlight(integer) : "最小灯光等级" : 0 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) : "产生碎片数量" : 0 delay(string) : "喷射前延时" : "0.0" m_flVelocity(string) : "碎片速度" : "0.0" m_flVariance(string) : "方向变化程度" : "0.0" m_flGibLife(string) : "碎片存在时间(秒)" : "4.0" spawnflags(flags) = [ 1 : "可重复的" : 0 ] ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [] //添加于2016-7-27 19:50:32 @BaseClass = Light [ _light(color255) : "光线(颜色亮度)" : "255 255 255 200" style(choices) : "光线样式 (不允许命名)" : 0 = [ 0 : "普通" -3 : "Grouped" 10 : "荧光闪烁" 2 : "缓慢而强大的节奏" 11 : "不变黑的缓慢节奏" 5 : "温和的节奏" 1 : "闪烁 A" 6 : "闪烁 B" 3 : "烛光 A" 7 : "烛光 B" 8 : "烛光 C" 4 : "快速滤波" 9 : "缓慢滤波" 12 : "水下" ] pattern(string) : "自定义外观(a-z)" _fade(integer) : "淡入淡出 (仅ZHLT)" : 1 _color(string) : "Color scale (0-1)" : "1.000000 1.000000 1.000000" _falloff(Choices) : "衰减模式 (仅ZHLT)" : 0 = [ 0 : "默认" 1 : "线性" 2 : "几何" ] spawnflags(flags) = [ 1 : "Initially dark" : 0 ] dot_product_weight(integer) : "Dot product weight" : 0 spherical_ambient(integer) : "Spherical Ambient" : 0 angle_hotspot(integer) : "Angle Hotspot" : 0 falloff_curvature(integer) : "Falloff curvature" : 0 angle_penumbra(integer) : "Angle Pnumbra" : 0 falloff_start_dist(integer) : "Falloff Start Distance" : 0 falloff_end_dist(integer) : "Falloff End Distance" : 0 ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0: "静音" //* plats/bigmove1.wav 1: "正常工业电梯声1" //* plats/bigmove2.wav 2: "正常工业电梯声2" //* plats/elevmove1.wav 3: "危险状态电梯声1" //* plats/elevmove2.wav 4: "危险状态电梯声2" //* plats/elevmove3.wav 5: "危险状态电梯声3" //* plats/freightmove1.wav 6: "运送声 1" //* plats/freightmove2.wav 7: "运送声 2" //* plats/heavymove1.wav 8: "沉重运送声" //* plats/rackmove1.wav 9: "架子运送声" //* plats/railmove1.wav 10: "通过横栏运送声" //* plats/squeekmove1.wav 11: "工业机械运作声" //* plats/talkmove1.wav 12: "有撞击声的运送 1" //* plats/talkmove2.wav 13: "有撞击声的运送 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "静音" //* plats/bigstop1.wav 1: "正常工业电梯停止1" //* plats/bigstop2.wav 2: "正常工业电梯停止2" //* plats/freightstop1.wav 3: "伴随金属撞击的停止" //* plats/heavystop2.wav 4: "沉重的停止" //* plats/rackstop1.wav 5: "架子停止运送" //* plats/railstop1.wav 6: "横栏同时停止" //* plats/squeekstop1.wav 7: "工业机械停止" //* plats/talkstop1.wav 8: "有撞击声的快速停止" ] volume(string) : "音量 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) : "传送高度" : 0 spawnflags(flags) = [ 1: "自动激活列车" : 0 2: "重新连接轨道" : 0 8: "从末端开始" : 0 16: "只能旋转" : 0 64: "X轴" : 0 128: "Y轴" : 0 ] //* rotation is the amount in degrees the track will turn to line up with the new track. rotation(integer) : "旋转范围" : 0 train(target_destination) : "列车转换" //* toptrack is the Name (targetname) of the last path_corner-track in the upper area, or last area, of the track. toptrack(target_destination) : "顶部轨道" //* bottomtrack is the Name (targetname) of the first path_corner-track in the lower area, or next area, of the track bottomtrack(target_destination) : "底部轨道" //* speed is the speed in units per second that the track platform will move downward. //* (If the #16 Rotate Only flag is set, this is just the speed of rotation). speed(integer) : "运动或旋转的速度" : 0 //* //* The first path_track-corner should not have a Next stop target (target). Instead, where it says Fire on //* dead end (netname), enter a value equal to the Name (targetname) of the func_trackautochange. Now, when //* the train reaches the path_track-corner, it will stop, then activate the func_trackautochange. //* When the it gets to the bottom, the train will continue on to the next path_track-corner defined //* by Bottom track (bottomtrack) in the func_trackautochange properties. //* ] @BaseClass base(Targetname, Master, Target) = Trigger [ delay(string) : "Delay before trigger" : "0.0" killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" style(integer) : "Style" : 32 sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] message(string) : "Message (set sound too)" spawnflags(flags) = [ 4 : "Pushables" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // AISCRIPTED ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence" [ m_iszEntity(target_destination) : "Target Monster" m_iszPlay(string) : "动作名称" : "" m_flRadius(string) : "Search Radius" : "512.0" m_flRepeat(string) : "重复间隔(秒)" : "0.0" m_fMoveTo(Choices) : "移动到目的地" : 0 = [ 0 : "否" 1 : "走" 2 : "奔跑" 4 : "瞬移" 5 : "否.面向目标" ] m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] spawnflags(flags) = [ 4 : "可重复引发" : 0 8 : "Leave Corpse" : 0 32 : "No Interruptions" : 0 128 : "No Script Movement" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // AMBIENT ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Angles) iconsprite("sprites/CS/AmbientGeneric.spr") = ambient_generic : "Universal Ambient" [ message(sound) : "声音路径/文件声音.wav of WAV" health(integer) : "音量 (10 = 高声)" : 10 preset(choices) :"动态调整" : 0 = [ 0: "无" 1: "巨大机械" 2: "大型机械" 3: "机械" 4: "缓慢淡入" 5: "淡入" 6: "快速淡入" 7: "缓慢节奏" 8: "节奏" 9: "快速节奏" 10: "缓慢震荡" 11: "震荡" 12: "快速震荡" 13: "最沉音调" 14: "很沉音调" 15: "沉音调" 16: "高音调" 17: "很高音调" 18: "尖叫" 19: "震荡旋转或下降" 20: "节奏旋转或下降" 21: "随意倾斜" 22: "随意快速定音" 23: "旋转递增" 24: "反响播放" 25: "杂乱" 26: "X行星" 27: "难受的" ] volstart(integer) : "开始音量" : 0 fadein(integer) : "淡入时间 (0-100)" : 0 fadeout(integer) : "淡出时间 (0-100)" : 0 //*main pitch frequency pitch(integer) : "定音 (> 100 = 更高)" : 100 //*begin pitch pitchstart(integer) : "开始定音" : 100 //*how fast to change from begin pitch to main pitch. spinup(integer) : "旋转到高音 (0-100)" : 0 //*how fast to go back down from main pitch to nothing. spindown(integer) : "旋转到低音 (0-100)" : 0 //*LFO = low frequency oscillator. //*type of sound wave, sqr will jump back and forth between low and high pitch, tri has sharp transitions, and rnd has smooth transitions. lfotype(integer) : "重低音类型0关1sqr2tri3rnd" : 0 //*rate is the frequency (how often the LFO effect repeats itself). lforate(integer) : "重低音速度 (0-1000)" : 0 //*how much pitch change, This effect is commonly called "vibrato" in music and song. lfomodpitch(integer) : "重低音定音 (0-100)" : 0 //*how strong a "pulse" of volume rather than a wavering pitch. lfomodvol(integer) : "重低音音量 (0-100)" : 0 //*cspinup is unknown to me. cspinup(integer) : "增加旋转程度" : 0 spawnflags(flags) = [ 1: "随机播放" : 0 //*small is <~800 units range 2: "小范围" : 0 //* Medium is the default radius, so ticking this does nothing. <~1250 units 4: "中范围" : 1 //*large is <~2000 units range 8: "大范围" : 0 16:"开始静音":0 32:"不循环":0 ] ] //////////////////////////////////////////////////////////////////////////////// // AMMO ENTITIES //////////////////////////////////////////////////////////////////////////////// @BaseClass base(RenderFields, Angles) = Ammo [ numclip(integer) : "Number of clips" ] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_338magnum : ".338 Lapua Magnum Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_357sig : ".357 SIG Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45acp : ".45 ACP Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_45cp : ".45 CP Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_50ae : ".50 Action Express Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556nato : "5.56mm NATO Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_556natobox : "5.56mm NATO Box Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_57mm : "5.7mm Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_762nato : "7.62mm NATO Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_9mm : "9mm Parabellum Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/Ammo.spr") = ammo_buckshot : "12 Gauge Ammo"[] @PointClass base(Ammo) iconsprite("sprites/CS/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(string) : "Framerate multiplier" : "1.0" sequence(integer) : "Animation #" : 0 ] @PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler" [ model(studio) : "Model" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 health(integer) : "Health" : 0 framerate(string) : "Framerate multiplier" : "1.0" sequence(integer) : "Animation #" : 0 controller(string) : "Controllers 0-255" : "0 0 0 0" ] @PointClass base(Targetname) = cycler_weapon : "cycler_weapon" [ model(studio) : "Model" ] @PointClass sprite() base(Targetname, Angles, RenderFxChoices) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage" [ rendermode(choices) : "Render Mode" : 2 = [ 0 : "Normal" 1 : "Color" 2 : "Texture" 3 : "Glow" 4 : "Solid" 5 : "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" : 0 rendercolor(color255) : "FX Color (R G B)" : "0 0 0" framerate(integer) : "Framerate" : 10 model(sprite) : "Sprite Name" : "sprites/dot.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [ 32 : "Toggle" : 0 64 : "Start On" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // 点实体火车 //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Global, RenderFields, ZHLT, FuncAddition) = func_train : "Moving platform" [ target(target_source) : "开始的路径点" movesnd(choices) : "移动声音" : 0 = [ 0: "无" 1: "大电梯1" 2: "大电梯2" 3: "电梯1" 4: "电梯2" 5: "电梯3" 6: "货梯1" 7: "货梯2" 8: "重型电梯" 9: "行李电梯" 10: "简易电梯" 11: "吱呀" 12: "临时电梯1" 13: "临时电梯2" ] stopsnd(choices) : "停止声音" : 0 = [ 0: "无" 1: "大电梯1" 2: "大电梯2" 3: "货梯" 4: "重型电梯" 5: "行李电梯" 6: "简易电梯" 7: "吱呀" 8: "快速" ] speed(integer) : "速度" : 64 avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0" dmg(integer) : "伤害力" : 0 skin(choices) : "内容 (如果不是固体)" : 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 : "非固体" : 0 ] _minlight(integer) : "最小灯光等级" : 0 ] //////////////////////////////////////////////////////////////////////////////// // ENV ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ renderamt(integer) : "亮度 (1 - 255)" : 100 rendercolor(color255) : "光波颜色 (R G B)" : "0 0 0" //* If you only give the beam one endpoint, then radius will specifies how //* far away the other endpoint should be (randomly) placed. Radius(integer) : "有效范围" : 256 life(string) : "光线持续时间(秒)0=无限" : "1" BoltWidth(integer) : "光波宽度 (像素乘0.1 0-255)" : 20 NoiseAmplitude(integer) : "噪点数量 (0-255)" : 0 texture(sprite) : "动画文件" : "sprites/laserbeam.spr" TextureScroll(integer) : "纹理滚动速度 (0-100)" : 35 framerate(integer) : "每10秒播放帧数" : 0 framestart(integer) : "开始帧数" : 0 StrikeTime(string) : "发射间隔时间 (秒)" : "1" damage(string) : "每秒伤害力" : "0" spawnflags(flags) = [ //* This is the default unless you specify a name. 1 : "开始时发射" : 0 2 : "锁定" : 0 4 : "随机发射" : 0 //* Makes the beam form a circle, with a diameter that stretches between the two endpoints. //* For some unknown reason, both endpoints must have a model. //* NB: because the beam will stretch between the origins of the two entities, you'll //* need to give each endpoint an origin brush. 8 : "环形光" : 0 5: "测试1" : 0 16: "发射处冒火花" : 0 32: "接受处冒火花" : 0 64: "绘制痕迹" : 0 //* The beam fades in from nothing, like a tracer bullet. 128: "开始点淡入" : 0 256: "结束点淡入" : 0 ] ] @PointClass iconsprite("sprites/CS/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 : "可口可乐" 1 : "雪碧" 2 : "Diet Coke" 3 : "橙汁" 4 : "Surge" 5 : "Moxie" 6 : "随机" ] ] @PointClass iconsprite("sprites/CS/EnvBlood.spr") base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [ color(choices) : "血迹颜色" : 0 = [ 0 : "Red (Human)" ] amount(integer) : "Amount of blood (damage to simulate)" : 100 spawnflags(flags) = [ 1 : "Random Direction" : 0 2 : "Blood Stream" : 0 4 : "On Player" : 0 8 : "Spray decals" : 0 ] ] @SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(flags) = [ 1 : "Start Off" : 0 ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_debris : "Spark" [ MaxDelay(string) : "Max Delay" : "0.0" spawnflags(flags) = [ 32 : "Toggle" : 0 64 : "Start On" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/CS/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(string) : "Scale" : "1.0" skin(integer) : "Skin" ] @PointClass iconsprite("sprites/CS/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)" : "2.0" holdtime(string) : "Hold Fade (seconds)" : "0.0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] // Will cause objective failure when triggered @PointClass base(Targetname) = env_missionfailure : "Failure Management" [ message(string):"Message in MAPNAME.seq" music(string) : "Music" rendercolor(color255) : "Render color" : "0 0 0" renderamt(integer) : "Render amount" fade_alpha(integer) : "Screen Fade Opacity" loadtime(string) : "Load time" holdtime(string) : "Hold time" duration(string) : "Duration" ] @PointClass iconsprite("sprites/CS/EnvFog.spr") base(Targetname) = env_fog : "Global Fog Properties" [ fadein(integer) : "淡入时间" : 0 holdtime(string) : "持续时间 (0 = 永久)" : "0" fadeout(integer) : "淡出时间" : 0 rendercolor(color255) : "雾化颜色 (R G B)" : "0 0 0" density(integer):"浓度 (0.0-1.0) 0=Default" fogStartDistance(integer):"雾化开始位置" fogStopDistance(integer):"雾化结束位置" spawnflags(flags)= [ 1: "开始时激活" : 0 ] ] @PointClass iconsprite("sprites/CS/EnvFunnel.spr") base(Targetname) = env_funnel : "Large Portal Funnel" [ spawnflags(flags) = [ 1 : "Reverse" : 0 ] ] @PointClass iconsprite("sprites/CS/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(string) : "Sprite Scale" : "1.0" ] @PointClass iconsprite("sprites/CS/EnvBeam.spr") base(Targetname, RenderFxChoices, Angles) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0 framestart(integer) : "Starting Frame" : 0 damage(integer) : "Damage / second" : 100 spawnflags(flags) = [ 1 : "Start On" : 0 16 : "StartSparks" : 0 32 : "EndSparks" : 0 64 : "Decal End" : 0 ] ] @PointClass iconsprite("sprites/CS/EnvLiveAmmoShooter.spr") base(Targetname, Target, Angles) = env_liveammoshooter : "Live Ammo Shooter" [ type(choices) : "Ammo Type" : "" = [ "hegrenade" : "HE Grenade" "smokegrenade" : "Smoke Grenade" "flashbang" : "Flashbang" // Value assumed "lawrocket" : "M72 LAW Rocket" ] m_flGibLife(string) : "Gib life" : 0 shootsounds(choices) : "Shoot Sounds" : 0 = [ -1 : "None" 0 : "Default" 1 : "?" ] quiet(choices) : "Quiet" : 0 = [ 0 : "No" 1 : "Yes" ] velmod(string) : "Velocity mod" : "1.0" spawnflags(flags) = [ 1 : "(?)" : 0 ] ] @PointClass iconsprite("sprites/CS/EnvMessage.spr") base(Targetname, Target) = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1 : "Play Once" : 0 2 : "All Clients" : 0 ] messagesound(sound) : "Sound effect" messagevolume(integer) : "Volume 0-10" : 10 messageattenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Default" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass iconsprite("sprites/CS/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/CS/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/CS/EnvShake.spr") base(Targetname) = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1 : "全图地震" : 0 ] amplitude(string) : "振幅 0-16" : "4.0" radius(string) : "作用范围" : "500.0" duration(string) : "持续时间 (秒)" : "1.0" frequency(string) : "地震强度0.1 = jerk, 255.0 = rumble" : 0 ] @PointClass iconsprite("sprites/CS/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" : "1.0" skin(integer) : "Gib Skin" : 0 ] @PointClass iconsprite("sprites/CS/EnvSmoker.spr") base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke" [ health(integer) : "Strength" : 1 scale(string) : "Smoke Scale" : "1.0" ] @SolidClass base(Targetname, RenderFields) = env_snow : "Environmental snow" [ spawnflags(flags) = [ 1 : "Start On" : 0 ] ] @PointClass iconsprite("sprites/CS/EnvSound.spr") = env_sound : "DSP Sound" [ radius(integer) : "影响范围(0-8192)" : 128 roomtype(Choices) : "声音效果" : 0 = [ 0 : "无" 1 : "普通" 2 : "金属(小)" 3 : "金属(中)" 4 : "金属(大)" 5 : "地道(小)" 6 : "地道(中)" 7 : "地道(大)" 8 : "房间(小)" 9 : "房间(中)" 10: "房间(大)" 11: "活跃(小)" 12: "活跃(中)" 13: "活跃(大)" 14: "水下(小)" 15: "水下(中)" 16: "水下(大)" 17: "混凝土(小)" 18: "混凝土(中)" 19: "混凝土(大)" 20: "增大(小)" 21: "增大(中)" 22: "增大(大)" 23: "回音(小)" 24: "回音(中)" 25: "回音(大)" 26: "屋顶(小)" 27: "屋顶(中)" 28: "屋顶(大)" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_spark : "Spark" [ MaxDelay(string) : "火花延时" : "0.0" spawnflags(flags) = [ 32 : "锁定" : 0 64 : "开始打开" : 0 ] ] @PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "播放速度" : "0.0" model(sprite) : "图标或模型" scale(string) : "比例" : "0.0" TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10 : "See Player Unconditional" 11 : "See Player, Not In Combat" ] spawnflags(flags) = [ 1 : "开始打开" : 0 2 : "只播放一次" : 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 : "只能引发" : 0 2 : "可撞碎" : 0 4 : "可踩碎" : 0 8 : "粉末状玻璃" : 0 //2016年7月26日 10:47:55添加 256 : "铁钩/刀立即打碎" : 1 ] _minlight(integer) : "最小灯光等级" : 0 ] @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 : "不移动" : 0 4 : "(?)" : 0 8 : "(?)" : 0 32 : "锁定" : 0 64 : "冒火花" : 0 256 : "接触即可引发" : 0 ] ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, Func2) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "不推动" : 0 2 : "非固体" : 0 ] speed(string) : "搬运速度" : "100" _minlight(integer) : "最小灯光等级" : 0 ] @SolidClass base(Door, ZHLT, Func2) = func_door : "Basic door" [] @SolidClass base(func_door, Func2) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "反向转动" : 0 16 : "只朝一个方向打开" : 0 64 : "X 轴" : 0 128 : "Y 轴" : 0 ] distance(integer) : "转动角度 (deg)" : 90 ] @SolidClass = func_escapezone : "Terrorist escape zone" [] @SolidClass base(RenderFields, ZHLT, Func2) = func_friction : "Surface w/ Friction Change" [ modifier(integer) : "摩擦力 (0 - 100)" : 15 ] @SolidClass = func_grencatch : "Grenade Catch" [ triggerongrenade(string) : "Trigger When Grenade Hits" grenadetype(choices) : "Grenade Type" : 0 = [ 0 : "Flash Grenade" 1 : "Smoke Grenade" 2 : "HE Grenade (Supported?)" ] 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) : "耐久度" : 0 _minlight(integer) : "最小灯光等级" : 0 ] @SolidClass base(Global, RenderFields, ZHLT, Func2) = func_healthcharger : "Wall Health Recharger" [ _minlight(integer) : "最小灯光等级" : 0 ] @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 : "空" -2 : "Solid" -3 : "Water" -4 : "Slime" -5 : "Lava" -16 : "Ladder" ] _minlight(integer) : "Minimum light level" : 0 ] @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) : "范围" : 64 m_iCount(integer) : "重复次数" : 1 m_fControl(Choices) : "对象" : 0 = [ 0 : "随机" 1 : "激活者" 2 : "桌面" ] m_iszXController(target_destination) : "X控制者" m_iszYController(target_destination) : "Y控制者" ] @SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, FuncAddition) = func_pendulum : "Swings back and forth" [ speed(integer) : "速度" : 100 distance(integer) : "摆动角度 (deg)" : 90 damp(integer) : "阻力 (0-1000)" : 0 dmg(integer) : "伤害力" : 0 spawnflags(flags) = [ 1 : "开始打开" : 0 8 : "非固体" : 0 16 : "自动返回" : 0 64 : "X轴" : 0 128 : "Y轴" : 0 ] _minlight(integer) : "_minlight" : 0 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(integer) : "Minimum light level" : 0 ] @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(integer) : "Minimum light level" : 0 ] @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(integer) : "Minimum light level" : 0 ] @SolidClass base(Global, RenderFields, ZHLT, Func2) = func_recharge : "Battery recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(integer) : "Minimum light level" : 0 ] @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) : "Minimum light level" : 0 ] @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) : "Minimum light level" : 0 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(choices) : "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(integer) : "Minimum light level" : 0 ] @SolidClass base(Trackchange, ZHLT, Func2) = func_trackchange : "Train track changing platform" [ _minlight(integer) : "Minimum light level" : 0 ] @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" : "0.0" _minlight(integer) : "Minimum light level" : 0 ] @SolidClass studio() size(-16 -16 -16, 16 16 16) base(Targetname, Global, RenderFields, ZHLT, FuncAddition) = func_train : "Moving platform" [ target(target_source) : "开始的路径点" movesnd(choices) : "移动声音" : 0 = [ 0: "无" 1: "大电梯1" 2: "大电梯2" 3: "电梯1" 4: "电梯2" 5: "电梯3" 6: "货梯1" 7: "货梯2" 8: "重型电梯" 9: "行李电梯" 10: "简易电梯" 11: "吱呀" 12: "临时电梯1" 13: "临时电梯2" ] stopsnd(choices) : "停止声音" : 0 = [ 0: "无" 1: "大电梯1" 2: "大电梯2" 3: "货梯" 4: "重型电梯" 5: "行李电梯" 6: "简易电梯" 7: "吱呀" 8: "快速" ] speed(integer) : "速度" : 64 avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0" dmg(integer) : "伤害力" : 0 skin(choices) : "内容 (如果不是固体)" : 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 : "非固体" : 0 ] _minlight(integer) : "最小灯光等级" : 0 ] @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" : "0.0" _minlight(integer) : "Minimum light level" : 0 ] @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(integer) : "Minimum light level" : 0 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 : "开始时打开" : 0 256:"只能引发" : 0 ] skin(choices) : "内容" : -3 = [ 0 : "Default" -1 : "Empty" -3: "水" -4: "粘液" -5: "岩浆" -16 : "Ladder (only with non-! texture)" ] WaveHeight(integer) : "Wave Height" ] //////////////////////////////////////////////////////////////////////////////// // GAME PLAYER ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Targetx) iconsprite("sprites/CS/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/CS/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/CS/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment" [ master(string) : "Team Master" playerhealth(integer) : "# HP" spawnflags(flags) = [ 1 : "Use Only" : 0 ] nightvision(choices) : "Give Nightvision" : 0 = [ 0 : "No" 1 : "Yes" ] weapon_briefcase(choices) : "Give Briefcase" : 0 = [ 0 : "No" 1 : "Yes" ] 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_laws(choices) : "Give law rocket shooter":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 : "+0 HP" 1 : "+15 HP" 2 : "+30 HP" 3 : "+45 HP" 4 : "+60 HP" 5 : "+75 HP" 6 : "+90 HP" 7 : "+100 HP" ] item_battery (choices) : "Give Armor" : 0 = [ 0 : "+0 AP" 1 : "+15 AP" 2 : "+30 AP" 3 : "+45 AP" 4 : "+60 AP" 5 : "+75 AP" 6 : "+90 AP" 7 : "+100 AP" ] item_longjump (choices) : "Give Long Jump Module (Supported?)" : 0 = [ 0 : "No" 1 : "Yes (An Unrealistic Item)" ] item_armor(choices) : "Give Armor" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname) iconsprite("sprites/CS/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/CS/GameTeamMaster.spr") = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "引发后清除" : 0 ] triggerstate(choices) : "引发状态" : 0 = [ 0: "关闭" 1: "打开" 2: "锁定" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/CS/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/CS/GameText.spr") = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "所有玩者" : 0 ] message(string) : "信息文本" x(string) : "水平位置(-1,0,1)" : "-1" y(string) : "垂直位置(-1,0,1)" : "-1" effect(Choices) : "文本效果" : 0 = [ 0 : "淡入淡出" 1 : "普通" 2 : "扫描" ] color(color255) : "颜色1" : "100 100 100" color2(color255) : "颜色2" : "240 110 0" fadein(string) : "淡入时间" : "1.5" fadeout(string) : "淡出时间" : "0.5" holdtime(string) : "显示时间" : "1.2" fxtime(string) : "扫描时间(scan effect only)" : "0.25" channel(choices) : "频道" : 1 = [ 1 : "1" 2 : "2" 3 : "3" 4 : "4" ] master(string) : "属主" ] @SolidClass base(Targetname) = game_zone_player : "Player Zone" [ 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/CS/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" [] @PointClass base(Targetname, Angles) = info_landmark : "Transition Landmark" [] @PointClass base(Targetname) iconsprite("sprites/CS/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/CS/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 iconsprite("sprites/CS/Armoury.spr") base(Angles) = 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" [] //////////////////////////////////////////////////////////////////////////////// // LIGHT ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" [] @PointClass base(Targetname, Target, Light) iconsprite("sprites/CS/LightEnvironment.spr") = light_environment : "Environment" [ angles(string) : "倾斜旋转角度 (Y Z X)" : "0 270 0" pitch(integer) : "倾斜" : -90 _diffuse_light(color255) : "Diffuse Light" : "0 0 0 0" ] @PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CS/LightSpot.spr") = light_spot : "Spotlight" [ pitch(integer) : "Pitch" : -90 _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] ] //////////////////////////////////////////////////////////////////////////////// // MOMENTARY ENTITIES //////////////////////////////////////////////////////////////////////////////// @SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control" [ target(target_destination) : "Targeted object" speed(integer) : "Speed" : 50 sounds(choices) : "Sounds" : 0 = [ 0 : "None" 1 : "Big zap & Warmup" 2 : "Access Denied" 3 : "Access Granted" 4 : "Quick Combolock" 5 : "Power Deadbolt 1" 6 : "Power Deadbolt 2" 7 : "Plunger" 8 : "Small zap" 9 : "Keycard Sound" 10 : "Buzz" 13 : "Latch Unlocked" 21 : "Squeaky" 22 : "Squeaky Pneumatic" 23 : "Ratchet Groan" 24 : "Clean Ratchet" 25 : "Gas Clunk" ] distance(integer) : "Distance (deg)" : 90 returnspeed(integer) : "Auto-return speed" : 0 spawnflags(flags) = [ 1 : "Door Hack" : 0 2 : "Not usable" : 0 16 : "Auto Return" : 0 64 : "X Axis" : 0 128 : "Y Axis" : 0 ] _minlight(integer) : "Minimum light level" : 0 ] //////////////////////////////////////////////////////////////////////////////// // MONSTER ENTITIES //////////////////////////////////////////////////////////////////////////////// @BaseClass = Grenadier [ hegrenadeonly(choices) : "HE Grenade Only" : 0 = [ 0 : "No" 1 : "Yes" ] ] @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" [ repelskin(integer) : "Repel skin" repelhead(integer) : "Repel head" type(integer) : "Type (?)" ] @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(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_ct_gsg9_kamakazi : ""[] @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(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_ct_spetsnaz_kamakazi : ""[] @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(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_ct_swat_kamakazi : ""[] @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() size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,ModelFile) = monster_furniture: "furniture"[] @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(Targetname) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret" [ weaponaccuracy(integer) : "Weapon accuracy"//添加于2016-7-27 14:00:14 orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] maxsleep(integer) : "Time Before Deactivating" : 15 spawnflags(flags) = [ 2: "gag" : 0 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Targetname) studio("models/turret.mdl") = monster_turret : "Turret" [ weaponaccuracy(integer) : "Weapon accuracy"//添加于2016-7-27 14:00:55 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(Targetname) studio("models/sentry.mdl") = monster_sentry : "Sentry" [ spawnflags(flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach" [ spawnflags(flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 16 : "Prisoner" : 0 128 : "WaitForScript" : 0 256 : "Pre-Disaster" : 0 512 : "Fade Corpse" : 0 ] ] @PointClass base(Monster, Angles) studio("models/rat.mdl") = monster_rat : "Rat" [ 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 ] ] @PointClass studio("models/hostage.mdl") base(Angles, Targetname, PlayerClass, RenderFields) = monster_hostage : "Hostage" [ // Notice: Hostage model apparently depends on targetname // Targetnames seen: // hostage_male1 // hostage_female1 // embassy_judge // foxy_lady // Classtypes seen: // CIV classtype(string) : "Team" : "CIV" skin(integer) : "Skin" : 0 head(choices) : "Head" : 0 = [ 0 : "0 (?)" 1 : "1 (?)" 2 : "2 (?)" 3 : "3 (?)" 4 : "4 (?)" ] // I saw a hostage with rescued target as a counter that targeted the hostage rescued sequence // the rescue target happens after the hostage is rescued // if there is more than 1 hostage in the map then set the countdown for the trigger_counter // to the amount of hostages needed to be rescued before the trigger will happen rescuetarget(target_destination) : "Rescue Target" : "" noautoremove(choices) : "Auto Remove on Rescue" : 0 = [ 0 : "Yes" 1 : "No" ] 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 : "ifle"[] @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_kamakazi : ""[] @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/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_asian_assaultrifle : "ifle"[] @PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_asian_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_asian_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_asian_kamakazi : ""[] @PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_asian_law : "Terrorist Asian 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_asian_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_asian_melee : "Terrorist Asian 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_asian_mp5 : "Terrorist Asian 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_asian_pistol : "Terrorist Asian 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_asian_shotgun : "Terrorist Asian 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_asian_smg : "Terrorist Asian 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_asian_sniperrifle : ""[] @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_kamakazi : ""[] @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/asian_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/asian_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_kamakazi : ""[] @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_kamakazi : ""[] @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 studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_assaultrifle : "ifle"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile)=monster_terrorist_urban_grenader:"" [ hegrenadeonly(choices):"He Nade Only":0= [ 0:"No" 1:"Yes" ] ] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_kamikaze : ""[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_kamakazi : ""[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_law : "Terrorist urban Law"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_machinegun : "un"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_melee : "Terrorist urban Melee"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_mp5 : "Terrorist urban MP5"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_pistol : "Terrorist urban Pistol"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_shotgun : "Terrorist urban Shotgun"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_smg : "Terrorist urban SMG"[] @PointClass studio("models/player/urban.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster,Angles,Classtype,ModelFile) = monster_terrorist_urban_sniperrifle : "fle"[] @PointClass studio("models/w_tripmine.mdl") base(Angles)=monster_tripmine:"Trip Mine"[] @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" : "" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "PVS On/Off (NoImpl)" : 0 4 : "Cyclic" : 0 8 : "MonsterClip" : 0 ] body(integer) : "Body" : 0 skin(integer) : "Skin" : 0 monstercount(integer) : "Number of Monsters (-1 = unlimited)" : 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(integer) : "Frequency (-1 = on child death)" : 5 // maximum number of live children allowed at one time. (New ones will not be made until one dies) m_imaxlivechildren(integer) : "Max live children (-1 = unlimited)" : 5 spawnawake(choices) : "Spawn awake" : 0 = [ 0 : "No (?)" 1 : "Yes (?)" ] 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/CS/multi_manager.spr") = multi_manager : "MultiTarget Manager" [ spawnflags(flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/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: "等待再次引发" : 0 2: "传送到下一个结束点" : 0 4: "引发一次" : 0 ] target(target_destination) : "下一个停止目标" message(target_destination) : "引发的实体" wait(integer) : "在此等待 (秒)" : 0 speed(integer) : "新列车速度" : 0 yaw_speed(integer) : "新列车衰减速度" : 0 ] @PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path" [ target(target_destination) : "下一个停止目标" spawnflags(flags) = [ 1: "禁用" : 0 2: "引发一次" : 0 4: "分枝颠倒" : 0 8: "禁用列车" : 0 ] message(target_destination) : "引发的实体" altpath(target_destination) : "支路" netname(target_destination) : "到死胡同后引发" speed(integer) : "新的列车速度" : 0 ] //////////////////////////////////////////////////////////////////////////////// // PLAYER ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname) iconsprite("sprites/CS/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/CS/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) : "移动到目的地" : 0 = [ 0 : "否" 1 : "走" 2 : "跑" 4 : "瞬移" 5 : "否,面对目标" ] spawnflags(flags) = [ 4 : "可重复引发" : 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" [ // e.g. ARAB_OUTSIDE_YELL message(string) : "Sentence Group Name" health(integer) : "Volume (10 = loudest)" : 5 spawnflags(flags) = [ 1 : "Start Silent" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // TRIGGER ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetx) iconsprite("sprites/CS/TriggerAuto.spr") = trigger_auto : "Trigger Auto" [ 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 : "Trigger Auto-Save" [ master(string) : "Master" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/CS/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/CS/TriggerCDAudio.spr") = trigger_cdaudio : "Trigger 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/CS/TriggerChangeKeyValue.spr") = trigger_changekeyvalue : "Trigger Change Key Value" [ angles(string) : "Pitch Yaw Roll (Y Z X) (blank: no change)" ] @SolidClass = trigger_changelevel : "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/CS/TriggerChangeTarget.spr") = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @PointClass base(Trigger) iconsprite("sprites/CS/TriggerCounter.spr") = trigger_counter : "Trigger Counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] count(integer) : "Count before activation" : 2 ] @PointClass base(Targetname) iconsprite("sprites/CS/TriggerEndMission.spr") = trigger_endmission : "Trigger EndMission" [ music(string) : "MP3" : "sound/music/MP3NAME" nextmap(string) : "Next map" : "" ] @SolidClass base(Targetname) = trigger_endsection : "Trigger EndSection" [ section(choices) : "Section" : "_oem_end_training" = [ "_oem_end_training" : "_oem_end_training" ] spawnflags(flags) = [ 1 : "USE Only" : 0 ] ] @PointClass base(Targetname) iconsprite("sprites/CS/TriggerFreezePlayer.spr") = trigger_freezeplayer : "Trigger Freeze Player" [] @SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity" [ gravity(string) : "Gravity" : "1.0" ] @PointClass base(Targetname) iconsprite("sprites/CS/TriggerHud.spr") = trigger_hud : "Trigger HUD Switcher" [ display(choices) : "Display" : 0 = [ 0 : "Off" 1 : "On" ] ] @SolidClass base(Targetname, Master, Target, Targetx) = trigger_hurt : "Trigger Hurt Player" [ delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "只伤害一人" : 0 2: "开始时关闭" : 0 8 : "No clients" : 0 16:"只有玩者能引发目标" : 0 32:"只伤害玩者" : 0 ] dmg(integer) : "伤害力" : 10 damagetype(choices) : "伤害类型" : 0 = [ 0 : "普通" 1 : "挤压" 2 : "子弹" 4 : "砍" 8 : "烧" 16 : "冷" 32 : "摔落" 64 : "爆炸" 128 : "打" 256 : "震动" 512 : "超声波" 1024 : "激光" 16384: "水淹" 32768 : "麻痹" 65536 : "瓦斯" 131072 : "毒" 262144 : "辐射" 524288 : "水淹恢复" 1048576 : "化学" 2097152 : "烧(慢)" 4194304 : "冷(慢)" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/CS/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 : "Trigger Objective" [ // The objectives are saved in the map's .seq file objective(string) : "Objective (from MAPNAME.seq)" notransition(integer) : "No Transition" state(integer) : "State (?)" ] @SolidClass base(Trigger, Master) = trigger_once : "Trigger Activate Once" [ style(integer) : "Style" : 0 ] @SolidClass base(Trigger, Angles) = trigger_push : "Trigger Push Player" [ spawnflags(flags) = [ 1: "只推动一人" : 0 2: "开始时关闭" : 0 ] speed(integer) : "推动速度" : 40 ] @PointClass base(Targetname, Targetx, Angles) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "引发后清除" : 0 ] triggerstate(choices) : "引发状态" : 0 = [ 0: "关闭" 1: "打开" 2: "锁定" ] ] @PointClass base(Targetname) iconsprite("sprites/CS/TriggerSequence.spr") = trigger_sequence : "Trigger Sequence File" [ sequence_file(string) : "Sequence File" : "SEQUENCE.seq" sequence_id(string) : "Sequence Name" : "" spawnflags(flags) = [ 1 : "Use Once?" : 0 ] ] @SolidClass base(Targetname) = trigger_stealth: "Trigger stealth" [ showicon(choices):"Show hud icon":0= [ 0:"No" 1:"Yes" ] cover(integer):"Cover (notarget=100)" ] @SolidClass base(Trigger) = trigger_teleport : "Trigger Teleport" [] @SolidClass base(Target, Master) = trigger_usetool : "Trigger Tool Use Zone" [ // Notice: Have this entity target something when a tool is used in the zone... // Uncertain: 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" : "Fiber-Optic Camera" "weapon_radio" : "Radio" "weapon_camera" : "Camera" "weapon_blowtorch" : "Blow Torch" "weapon_radiocontrolledbomb" : "RC Bomb" "bomb_defuse" : "Bomb Defuse" ] tooltarget(string) : "Tool Target" toolset(choices) : "Tool set (?)" : 4 = [ 0:"Default" 1:"Bomb defuse" 2:"Briefcase" 4:"Camera" 8:"Fiberoptic" 16:"Radio" 32:"RC Bomb" //添加于2016-8-3 20:06:59 ] spawnflags(flags) = [ 1 : "Start On (?)" : 0 ] bombdefusetime(integer) : "Bomb defuse time" ] @SolidClass base(Targetname) = trigger_transition : "Trigger Select Transition Area" [] //////////////////////////////////////////////////////////////////////////////// // WEAPON ENTITIES //////////////////////////////////////////////////////////////////////////////// // WEAPON_C4 is a planted bomb that requires defusing. // If the entity is left un-named, it will be be planted automatically at the start of each round. // If the entity is named, then only when it is targeted will the bomb will be planted. // A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play. // The bomb falls to the ground directly beneath the point at which the entity is placed in the map. // no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up. // The best way for mappers to control timing is through the use of an outside timer/trigger, // rather than changing the detonatedelay, which might be overridden by servers. // "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs. // If these fields are given targetnames for something that cannot be // triggered(has no entity), it WILL have unwanted effects. // MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES @BaseClass = C4Base [ detonatedelay(string) : "C4 Detonate Delay" : "20.0" detonatetarget(target_destination) : "Trigger When Detonated" defusetarget(target_destination) : "Trigger When Defused" ] //冬冬添加=== @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ak47 : "AK47"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_awp : "AWP/AWM"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiveseven : "Fiveseven"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m3 :"M3"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mac10 : "MAC10"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_p90 : "P90"[] @PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_tmp : "TMP"[] //冬冬添加=== @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_aug : "AUG" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_blowtorch : "Blow Torch" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_briefcase : "Briefcase" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields, C4Base) = weapon_c4 : "C4 Plastique Bomb" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_camera : "Camera" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_deagle : "Deagle pistol" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_elite : "Elite pistol" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_fiberopticcamera : "Fiber-Optic Camera" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_flashbang : "Flashbang" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_g3sg1 : "G3SG1" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_hegrenade : "HE Grenade" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_knife : "Knife" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_laws : "M72 LAW" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_mp5navy : "MP5" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m60 : "M60" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_m4a1 : "M4A1 Colt" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radio : "Radio" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_radiocontrolledbomb : "RC Bomb" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_scout : "Scout" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_sg552 : "G552" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_smokegrenade : "Smoke Grenade" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_ump45 : "UMP45" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_usp : "USP" [] @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_xm1014 : "XM1014" []