Difference between revisions of "Condition Zero Deleted Scenes.fgd"
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// Counter-Strike Condition Zero Deleted Scenes | // Counter-Strike Condition Zero Deleted Scenes | ||
// Valve Hammer Editor 3.5 | // Valve Hammer Editor 3.5 | ||
− | // Last Edited: Friday, | + | // Last Edited: Friday, June 21, 2012 |
// | // | ||
// Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793 | // Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793 |
Revision as of 11:09, 21 June 2012

monster_terrorist_arctic_grenader
, you'll need to export the map to a .map file and fix them manually (e.g. in Notepad) before compiling.//////////////////////////////////////////////////////////////////////////////// // Counter-Strike Condition Zero Deleted Scenes // Valve Hammer Editor 3.5 // Last Edited: Friday, June 21, 2012 // // Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793 // Grab a copy thereof for Editor sprites (Valve Hammer Editor/sprites/CS/*). // // // 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 : "World entity" [ maptier(integer) : "Map Tier" message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" sounds(integer) : "CD track to play" : 0 light(integer) : "Default light level" WaveHeight(integer) : "Default Wave Height" MaxRange(integer) : "Max viewable distance" : 8192 chaptertitle(string) : "Chapter Title Message" lightmultiplier(integer) : "Light multiplier" radfile(string) : "Radfile (unused/unneeded?)" mapversion(integer) : "Map Version" : 220 startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New Level Unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] minTime(integer) : "Minimum wind time delay" minWindX(integer) : "Maximum x axis wind" minWindY(integer) : "Maximum Y axis wind" maxTime(integer) : "Maximum wind time delay" maxWindX(integer) : "Maximum x axis wind" maxWindY(integer) : "Maximum Y axis wind" ] @BaseClass studio() = FuncAddition [ model(studio) : "Model (if not brush)" body(integer) : "Body (if not brush)" origin(string) : "Origin (XYZ) (if not brush)" style(choices) : "Texlight style" : 0 = [ 0 : "Normal" -3 : "Grouped" 10 : "Fluorescent flicker" 2 : "Slow, strong pulse" 11 : "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12 : "Underwater" ] ] @BaseClass base(FuncAddition) = Func2 [ skin(integer) : "Skin (if not brush)" ] @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass studio() = ModelFile [ model(studio) : "Model" body(integer) : "Body" : 0 skin(integer) : "Skin" : 0 ] @BaseClass = ZHLT [ zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 = [ 0 : "Normal" 1 : "Embedded Fix" 2 : "Opaque (Blocks Light)" 3 : "Opaque + Embedded Fix" 6 : "Opaque + Concave Fix" ] zhlt_customshadow(integer) : "Shadow Transparency" : 0 light_origin(string) : "Light Origin (Zhlt 2.2+)" ] @BaseClass = RenderFxChoices [ renderfx(choices) : "Render FX" : 0 = [ 0 : "Normal" 1 : "Slow Pulse" 2 : "Fast Pulse" 3 : "Slow Wide Pulse" 4 : "Fast Wide Pulse" 9 : "Slow Strobe" 10 : "Fast Strobe" 11 : "Faster Strobe" 12 : "Slow Flicker" 13 : "Fast Flicker" 5 : "Slow Fade Away" 6 : "Fast Fade Away" 7 : "Slow Become Solid" 8 : "Fast Become Solid" 14 : "Constant Glow" 15 : "Distort" 16 : "Hologram (Distort + fade)" ] ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "Render Mode" : 0 = [ 0 : "Normal" 1 : "Color" 2 : "Texture" 3 : "Glow" 4 : "Solid" 5 : "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" : 0 rendercolor(color255) : "FX Color (R G B)" : "0 0 0" lightmultiplier(integer) : "Light multiplier" ] @BaseClass = Master [ master(target_destination) : "Master" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Netname [ netname(target_destination) : "Ent-Specific Target" ] @BaseClass = Classtype [ classtype(string) : "Team (TS1/TS2/CTS1/CTS2)" ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0.0" killtarget(target_destination) : "KillTarget" ] @BaseClass = Angles [ Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster [ TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10 : "See Player Unconditional" 11 : "See Player, Not In Combat" ] spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 16 : "Prisoner" : 0 128 : "WaitForScript" : 0 256 : "Pre-Disaster" : 0 512 : "Fade Corpse" : 0 ] fadespeed(integer) : "Fade Speed" deathfadedelay(integer) : "Death Fade Delay" deathfade(integer) : "Death Fade" deathangle(integer) : "Death Angle" deathanim(string) : "Death animation name" deadanim(string) : "Dead animation name" language(string) : "Language (AM, SP, JA)" cantmove(choices) : "Movement" : 0 = [ 0 : "Normal" 1 : "1 (Sniper)" 2 : "2 (Turret)" ] weaponaccuracy(integer) : "Weapon accuracy" healthmult(string) : "Health Multiplier" netname(target_destination) : "Netname" invulnerable(integer) : "Invulnerability" 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 (?)" ] 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) : "Target on break" delay(string) : "Delay before fire" : "0.0" health(integer) : "Strength" material(choices) : "Material type" : 0 = [ 0 : "Glass" 1 : "Wood" 2 : "Metal" 3 : "Flesh" 4 : "Cinder Block" 5 : "Ceiling Tile" 6 : "Computer" 7 : "Unbreakable Glass" 8 : "Rocks" ] explosion(choices) : "Gibs Direction" : 0 = [ 0 : "Random" 1 : "Relative to Attack" ] gibmodel(studio) : "Gib Model" : "" spawnobject(choices) : "Spawn On Break" : 0 = [ 0 : "Nothing" ] explodemagnitude(integer) : "Explode Magnitude (0 = none)" : 0 grenadetouch(integer) : "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" ] skin(choices) : "Contents" : 0 = [ 0 : "Normal" -1 : "Empty" -2 : "Solid" -3 : "Water" -4 : "Slime" -5 : "Lava" -16 : "Ladder" ] ] @BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank [ // Mainly for use with 1009 team settings (game_team_master) master(target_destination) : "(Team) Master" spawnflags(flags) = [ 1 : "Active" : 0 16 : "Only Direct" : 0 32 : "Controllable" : 0 ] yawrate(string) : "Yaw rate" : "30.0" yawrange(string) : "Yaw range" : "180.0" yawtolerance(string) : "Yaw tolerance" : "15.0" pitchrate(string) : "Pitch rate" : "0.0" pitchrange(string) : "Pitch range" : "0.0" pitchtolerance(string) : "Pitch tolerance" : "5.0" barrel(string) : "Barrel Length" : "0.0" barrely(string) : "Barrel Horizontal" : "0.0" barrelz(string) : "Barrel Vertical" : "0.0" spritesmoke(sprite) : "Smoke Sprite" : "" spriteflash(sprite) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1.0" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1.0" bullet_damage(integer) : "Damage Per Bullet" : 0 persistence(string) : "Firing persistence" : "1.0" firespread(choices) : "Bullet accuracy" : 0 = [ 0 : "Perfect Shot" 1 : "Small cone" 2 : "Medium cone" 3 : "Large cone" 4 : "Extra-large cone" ] minRange(string) : "Minimum target range" : "0.0" maxRange(string) : "Maximum target range" : "0.0" _minlight(integer) : "Minimum light level" : 0 ] @BaseClass base(Targetname, Target, Targetx, Global, Master, RenderFields, Angles, ZHLT) = Door [ speed(integer) : "Speed" : 100 movesnd(choices) : "Move Sound" : 0 = [ 0 : "No Sound" 1 : "Servo (Sliding)" 2 : "Pneumatic (Sliding)" 3 : "Pneumatic (Rolling)" 4 : "Vacuum" 5 : "Power Hydraulic" 6 : "Large Rollers" 7 : "Track Door" 8 : "Snappy Metal Door" 9 : "Squeaky 1" 10 : "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0 : "No Sound" 1 : "Clang with brake" 2 : "Clang reverb" 3 : "Ratchet Stop" 4 : "Chunk" 5 : "Light airbrake" 6 : "Metal Slide Stop" 7 : "Metal Lock Stop" 8 : "Snappy Metal Stop" ] wait(integer) : "delay before close, -1 stay open " : 0 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" netname(target_destination) : "Fire on Close" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Not Solid" : 0 32 : "Toggle" : 0 256 : "Use Only" : 0 ] locked_sound(choices) : "Locked Sound" : 0 = [ 0 : "None" 2 : "Access Denied" 8 : "Small zap" 10 : "Buzz" 11 : "Buzz Off" 12 : "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0 : "None" 1 : "Big zap & Warmup" 3 : "Access Granted" 4 : "Quick Combolock" 5 : "Power Deadbolt 1" 6 : "Power Deadbolt 2" 7 : "Plunger" 8 : "Small zap" 9 : "Keycard Sound" 10 : "Buzz" 13 : "Latch Unlocked" 14 : "Lightswitch" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0 : "None" 1 : "Gen. Access Denied" 2 : "Security Lockout" 3 : "Blast Door" 4 : "Fire Door" 5 : "Chemical Door" 6 : "Radiation Door" 7 : "Gen. Containment" 8 : "Maintenance Door" 9 : "Broken Shut Door" 10 : "Buzz" 11 : "Buzz Off" 12 : "Latch Locked" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0 : "None" 1 : "Gen. Access Granted" 2 : "Security Disengaged" 3 : "Blast Door" 4 : "Fire Door" 5 : "Chemical Door" 6 : "Radiation Door" 7 : "Gen. Containment" 8 : "Maintenance area" ] _minlight(integer) : "Minimum light level" : 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) : "Number of Gibs" : 0 delay(string) : "Delay between shots" : "0.0" m_flVelocity(string) : "Gib Velocity" : "0.0" m_flVariance(string) : "Course Variance" : "0.0" m_flGibLife(string) : "Gib Life" : "4.0" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "255 255 255 200" style(choices) : "Texlight style" : 0 = [ 0 : "Normal" -3 : "Grouped" 10 : "Fluorescent flicker" 2 : "Slow, strong pulse" 11 : "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12 : "Underwater" ] pattern(string) : "Custom Appearance" _fade(integer) : "Fade (ZHLT Only)" : 1 _color(string) : "Color scale (0-1)" : "1.000000 1.000000 1.000000" _falloff(Choices) : "Falloff (ZHLT Only)" : 0 = [ 0 : "Default" 1 : "Inverse Linear" 2 : "Inverse Square" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] dot_product_weight(integer) : "Dot product weight" : 0 spherical_ambient(integer) : "Spherical Ambient" : 0 angle_hotspot(integer) : "Angle Hotspot" : 0 falloff_curvature(integer) : "Falloff curvature" : 0 angle_penumbra(integer) : "Angle Pnumbra" : 0 falloff_start_dist(integer) : "Falloff Start Distance" : 0 falloff_end_dist(integer) : "Falloff End Distance" : 0 ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0 : "No Sound" 1 : "big elev 1" 2 : "big elev 2" 3 : "tech elev 1" 4 : "tech elev 2" 5 : "tech elev 3" 6 : "freight elev 1" 7 : "freight elev 2" 8 : "heavy elev" 9 : "rack elev" 10 : "rail elev" 11 : "squeek elev" 12 : "odd elev 1" 13 : "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0 : "No Sound" 1 : "big elev stop1" 2 : "big elev stop2" 3 : "freight elev stop" 4 : "heavy elev stop" 5 : "rack stop" 6 : "rail stop" 7 : "squeek stop" 8 : "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : 0 ] @BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass [] @BaseClass base(Classtype, Targetname, Global, RenderFields, PlatSounds) = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1 : "Auto Activate train" : 0 2 : "Relink track" : 0 8 : "Start at Bottom" : 0 16 : "Rotate Only" : 0 64 : "X Axis" : 0 128 : "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass base(Targetname, Master, Target) = Trigger [ delay(string) : "Delay before trigger" : "0.0" killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" style(integer) : "Style" : 32 sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] message(string) : "Message (set sound too)" spawnflags(flags) = [ 4 : "Pushables" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // AISCRIPTED ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence" [ m_iszEntity(target_destination) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(string) : "Search Radius" : "512.0" m_flRepeat(string) : "Repeat Rate ms" : "0.0" m_fMoveTo(Choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // AMBIENT ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Angles) iconsprite("sprites/CS/AmbientGeneric.spr") = ambient_generic : "Universal Ambient" [ message(sound) : "Path/filename.wav of WAV" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0 : "None" 1 : "Huge Machine" 2 : "Big Machine" 3 : "Machine" 4 : "Slow Fade in" 5 : "Fade in" 6 : "Quick Fade in" 7 : "Slow Pulse" 8 : "Pulse" 9 : "Quick pulse" 10 : "Slow Oscillator" 11 : "Oscillator" 12 : "Quick Oscillator" 13 : "Grunge pitch" 14 : "Very low pitch" 15 : "Low pitch" 16 : "High pitch" 17 : "Very high pitch" 18 : "Screaming pitch" 19 : "Oscillate spinup/down" 20 : "Pulse spinup/down" 21 : "Random pitch" 22 : "Random pitch fast" 23 : "Incremental Spinup" 24 : "Alien" 25 : "Bizzare" 26 : "Planet X" 27 : "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1 : "Play Everywhere" : 0 2 : "Small Radius" : 0 4 : "Medium Radius" : 1 8 : "Large Radius" : 0 16 : "Start Silent" : 0 32 : "Not Toggled" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // AMMO ENTITIES //////////////////////////////////////////////////////////////////////////////// @BaseClass base(RenderFields, Angles) = Ammo [ numclip(integer) : "Number of clips" ] @PointClass base(Ammo) iconsprite("sprites/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 ] ] //////////////////////////////////////////////////////////////////////////////// // 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) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "0.0" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 0 framerate(string) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "0.0" damage(string) : "Damage / second" : "0.0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16 : "StartSparks" : 0 32 : "EndSparks" : 0 64 : "Decal End" : 0 128 : "Shade Start" : 0 256 : "Shade End" : 0 ] ] @PointClass iconsprite("sprites/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 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ] @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) : "Blood Color" : 0 = [ 0 : "Red (Human)" ] amount(integer) : "Amount of blood (damage to simulate)" : 100 spawnflags(flags) = [ 1 : "Random Direction" : 0 2 : "Blood Stream" : 0 4 : "On Player" : 0 8 : "Spray decals" : 0 ] ] @SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/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" [ 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" [ rendercolor(color255) : "Fog Color (RGB)" : "0 0 0" density(integer) : "Density" ] @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 : "GlobalShake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4.0" radius(string) : "Effect radius" : "500.0" duration(string) : "Duration (seconds)" : "1.0" frequency(string) : "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) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10 : "Chamber Large" 11 : "Bright Small" 12 : "Bright Medium" 13 : "Bright Large" 14 : "Water 1" 15 : "Water 2" 16 : "Water 3" 17 : "Concrete Small" 18 : "Concrete Medium" 19 : "Concrete Large" 20 : "Big 1" 21 : "Big 2" 22 : "Big 3" 23 : "Cavern Small" 24 : "Cavern Medium" 25 : "Cavern Large" 26 : "Weirdo 1" 27 : "Weirdo 2" 28 : "Weirdo 3" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/EnvSpark.spr") = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0.0" spawnflags(flags) = [ 32 : "Toggle" : 0 64 : "Start On" : 0 ] ] @PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "0.0" model(sprite) : "Sprite Name" scale(string) : "Scale" : "0.0" TriggerTarget(target_destination) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10 : "See Player Unconditional" 11 : "See Player, Not In Combat" ] spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Play Once" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // FUNC ENTITIES //////////////////////////////////////////////////////////////////////////////// @SolidClass = func_bomb_target : "Bomb target zone" [ target(target_destination) : "Target (when bomb blows)" ] @SolidClass base(Breakable, Func2) = func_breakable : "Breakable" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256 : "Instant Crowbar" : 1 ] _minlight(integer) : "Minimum light level" : 0 ] @SolidClass base(Door, Netname, Func2) = func_button : "Button" [ // Path Target overrides Targetted Object sounds(choices) : "Sounds" : 0 = [ 0 : "None" 1 : "Big zap & Warmup" 2 : "Access Denied" 3 : "Access Granted" 4 : "Quick Combolock" 5 : "Power Deadbolt 1" 6 : "Power Deadbolt 2" 7 : "Plunger" 8 : "Small zap" 9 : "Keycard Sound" 10 : "Buzz" 11 : "Buzz Off" 14 : "Lightswitch" ] spawnflags(flags) = [ 1 : "Don't move" : 0 4 : "(?)" : 0 8 : "(?)" : 0 32 : "Toggle" : 0 64 : "Sparks" : 0 256 : "Touch Activates" : 0 ] ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, Func2) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] speed(string) : "Conveyor Speed" : "100" _minlight(integer) : "Minimum light level" : 0 ] @SolidClass base(Door, ZHLT, Func2) = func_door : "Basic door" [] @SolidClass base(func_door, Func2) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16 : "One-way" : 0 64 : "X Axis" : 0 128 : "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass = func_escapezone : "Terrorist escape zone" [] @SolidClass base(RenderFields, ZHLT, Func2) = func_friction : "Surface w/ Friction Change" [ modifier(integer) : "Percentage of standard (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) : "Damage to Take" : 0 _minlight(integer) : "Minimum light level" : 0 ] @SolidClass base(Global, RenderFields, ZHLT, Func2) = func_healthcharger : "Wall Health Recharger" [ _minlight(integer) : "Minimum light level" : 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 : "Empty" -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) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, FuncAddition) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1 : "Start On" : 0 8 : "Not Solid" : 0 16 : "Auto-return" : 0 64 : "X Axis" : 0 128 : "Y Axis" : 0 ] _minlight(integer) : "_minlight" : 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) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [ 0 : "No Sound" 1 : "big elev 1" 2 : "big elev 2" 3 : "tech elev 1" 4 : "tech elev 2" 5 : "tech elev 3" 6 : "freight elev 1" 7 : "freight elev 2" 8 : "heavy elev" 9 : "rack elev" 10 : "rail elev" 11 : "squeek elev" 12 : "odd elev 1" 13 : "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0 : "No Sound" 1 : "big elev stop1" 2 : "big elev stop2" 3 : "freight elev stop" 4 : "heavy elev stop" 5 : "rack stop" 6 : "rail stop" 7 : "squeek stop" 8 : "quick stop" ] speed(integer) : "Speed (units per second)" : 64 avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0" dmg(integer) : "Damage on crush" : 0 skin(choices) : "Contents (if not solid)" : 0 = [ 0 : "default" -1 : "Empty" -3 : "water, swimable train" -4 : "odd slime: touch drowning death" -5 : "odd lava: touch fire death" -7 : "Volumetric Light" -16 : "make odd ladder" ] volume(integer) : "Sound Volume 0.0 - 1.0" : 0 spawnflags(flags) = [ 8 : "Not solid" : 0 ] _minlight(integer) : "Minimum light level" : 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 : "Starts Open" : 0 256 : "Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ 0 : "Default" -1 : "Empty" -3 : "Water" -4 : "Slime" -5 : "Lava" -16 : "Ladder (only with non-! texture)" ] WaveHeight(integer) : "Wave Height" ] //////////////////////////////////////////////////////////////////////////////// // GAME PLAYER ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Targetx) iconsprite("sprites/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_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 : "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) iconsprite("sprites/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 : "All Players" : 0 ] message(string) : "Message Text" x(integer) : "X (0 - 1.0 = left to right) (-1 centers)" : -1 y(integer) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : -1 effect(Choices) : "Text Effect" : 0 = [ 0 : "Fade In/Out" 1 : "Credits" 2 : "Scan Out" ] color(color255) : "Color1" : "100 100 100" color2(color255) : "Color2" : "240 110 0" fadein(string) : "Fade in Time (or character scan time)" : "1.5" fadeout(string) : "Fade Out Time" : "0.5" holdtime(string) : "Hold Time" : "1.2" fxtime(string) : "Scan time (scan effect only)" : "0.25" channel(choices) : "Text Channel" : 1 = [ 1 : "Channel 1" 2 : "Channel 2" 3 : "Channel 3" 4 : "Channel 4" ] master(string) : "Master" ] @SolidClass base(Targetname) = game_zone_player : "Player Zone" [ 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 base(Angle) = item_armor : "Armor" [] @PointClass studio() base(Angles, Targetname, ModelFile, RenderFields) = item_generic [ removeonuse(integer) : "Remove on use" : 0 lightmultiplier(integer) : "Light Multiplier" : 0 sequencename(string) : "Sequence Name" scale(integer) : "Scale" nopvs(choices) : "Include in Potentially Visible Set(PVS)" : 0 = [ 0 : "Yes" 1 : "No" ] ] @PointClass = item_healthkit : "HealthKit" [] //////////////////////////////////////////////////////////////////////////////// // 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) : "Pitch Yaw Roll (Y Z X)" : "0 270 0" pitch(integer) : "Pitch" : -90 _diffuse_light(color255) : "Diffuse Light" : "0 0 0 0" ] @PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/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() base(Monster, RenderFields, ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" [ spawnflags(flags) = [ 4 : "Not solid" : 0 ] health(integer) : "Health" deathanim(string) : "Death Animation Name" ] @PointClass base(Monster) = monster_tripmine : "Active Tripmine" [ spawnflags(Flags) = [ 1 : "Instant On" : 1 ] ] @PointClass base(Monster) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] maxsleep(integer) : "Time Before Deactivating" : 15 spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) studio("models/turret.mdl") = monster_turret : "Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] maxsleep(integer) : "Time Before Deactivating" : 7 spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) studio("models/sentry.mdl") = monster_sentry : "Sentry" [ spawnflags(flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Angles) studio("models/roach.mdl") = monster_cockroach : "Cockroach" [ spawnflags(Flags) = [ 1 : "WaitTillSeen" : 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" ] ] @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 : "CT - GSG9 - Assault Rifle" [] @PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_gsg9_grenader : "CT - GSG9 - Grenadier" [] @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 : "CT - GSG9 - Kamikaze" [] @PointClass studio("models/gsg9_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_gsg9_law : "CT - GSG9 - M72 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 : "CT - GSG9 - Sniper Rifle" [] @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 : "CT - Spetsnaz - Assault Rifle" [] @PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_spetsnaz_grenader : "CT - Spetsnaz - Grenadier" [] @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 : "CT - Spetsnaz - Kamikaze" [] @PointClass studio("models/spetsnaz_lo.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_spetsnaz_law : "CT - Spetsnaz - M72 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 : "CT - SWAT - Assault Rifle" [] @PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_ct_swat_grenader : "CT - SWAT - Grenadier" [] @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 : "CT - SWAT - Kamikaze" [] @PointClass studio("models/player/m1-seal.mdl") size(-16 -16 0, 16 16 72) color(0 0 255) base(Monster, Angles, Classtype, ModelFile) = monster_ct_swat_law : "CT - SWAT - M72 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 : "CT - SWAT - Sniper Rifle" [] @PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_assaultrifle : "Terrorist - Arctic - Assault Rifle" [] @PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_arctic_grenader : "Terrorist - Arctic - Grenadier" [] @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 : "Terrorist - Arctic - Kamikaze" [] @PointClass studio("models/player/m1-arctic.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_arctic_law : "Terrorist - Arctic - M72 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 : "Terrorist - Arctic - Machine Gun" [] @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 : "Terrorist - Arctic - Sniper Rifle" [] @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 : "Terrorist - Desert - Assault Rifle" [] @PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_desert_grenader : "Terrorist - Desert - Grenadier" [] @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 : "Terrorist - Desert - Kamikaze" [] @PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_desert_law : "Terrorist - Desert - M72 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 : "Terrorist - Desert - Machine Gun" [] @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 : "Terrorist - Desert - Sniper Rifle" [] @PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_assaultrifle : "Terrorist - Jungle - Assault Rifle" [] @PointClass studio("models/leet_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_jungle_grenader : "Terrorist - Jungle - Grenadier" [] @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 : "Terrorist - Jungle - Kamikaze" [] @PointClass studio("models/asian_lo.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile) = monster_terrorist_jungle_law : "Terrorist - Jungle - M72 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 : "Terrorist - Jungle - Machine Gun" [] @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 : "Terrorist - Jungle - Sniper Rifle" [] @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 : "Terrorist - Russian - Assault Rifle" [] @PointClass studio("models/russian_bossB.mdl") size(-16 -16 0, 16 16 72) color(255 0 0) base(Monster, Angles, Classtype, ModelFile, Grenadier) = monster_terrorist_russian_grenader : "Terrorist - Russian - Grenadier" [] @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 : "Terrorist - Russian - Kamikaze" [] @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 - M72 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 : "Terrorist - Russian - Machine 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 : "Terrorist - Russian - Sniper Rifle" [] @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 : "Wait for retrigger" : 0 2 : "Teleport" : 0 4 : "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 yaw_speed(integer) : "New Train rot. Speed" : 0 ] @PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path" [ target(target_destination) : "Next stop target" spawnflags(Flags) = [ 1 : "Disabled" : 0 2 : "Fire once" : 0 4 : "Branch Reverse" : 0 8 : "Disable train" : 0 ] message(target_destination) : "Fire On Pass" altpath(target_destination) : "Branch Path" netname(target_destination) : "Fire on dead end" speed(integer) : "New Train Speed" : 0 ] //////////////////////////////////////////////////////////////////////////////// // PLAYER ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass base(Targetname) iconsprite("sprites/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) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 32 : "No Interruptions" : 0 64 : "Override AI" : 0 128 : "No Script Movement" : 0 ] ] //////////////////////////////////////////////////////////////////////////////// // SPEAKER ENTITY //////////////////////////////////////////////////////////////////////////////// @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker" [ // 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(string) : "Section" 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 : "Target Once" : 0 2 : "Start Off" : 0 8 : "No clients" : 0 16 : "Fire Client Only" : 0 32 : "Touch Client Only" : 0 ] dmg(integer) : "Damage" : 10 damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384 : "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ] @PointClass base(Targetname, Target) iconsprite("sprites/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 : "Once Only" : 0 2 : "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname, Targetx, Angles) iconsprite("sprites/CS/TriggerRelay.spr") = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1 : "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @PointClass base(Targetname) iconsprite("sprites/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(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 = [ 4 : "Camera" 16 : "Radio" 32 : "RC Bomb" ] spawnflags(flags) = [ 1 : "Start On (?)" : 0 ] bombdefusetime(integer) : "Bomb defuse time" ] @SolidClass base(Targetname) = trigger_transition : "Trigger Select Transition Area" [] //////////////////////////////////////////////////////////////////////////////// // WEAPON ENTITIES //////////////////////////////////////////////////////////////////////////////// @PointClass iconsprite("sprites/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" [] // WEAPON_C4 is a planted bomb that requires defusing. // If the entity is left un-named, it will be be planted automatically at the start of each round. // If the entity is named, then only when it is targeted will the bomb will be planted. // A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play. // The bomb falls to the ground directly beneath the point at which the entity is placed in the map. // no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up. // The best way for mappers to control timing is through the use of an outside timer/trigger, // rather than changing the detonatedelay, which might be overridden by servers. // "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs. // If these fields are given targetnames for something that cannot be // triggered(has no entity), it WILL have unwanted effects. // MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES @PointClass iconsprite("sprites/CS/Armoury.spr") base(Targetname, Angles, Targetx, RenderFields) = weapon_c4 : "C4 Plastique Bomb" [ detonatedelay(string) : "C4 Detonate Delay" : "20.0" detonatetarget(target_destination) : "Trigger When Detonated" defusetarget(target_destination) : "Trigger When Defused" ] @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_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" []