Condition Zero Deleted Scenes.fgd
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See also
czds_ents.pl
- This is a text file used internally by a Valve Software technology, such as
GoldSrc,
Source, and/or
Source 2 engine.
To save this to a file, copy the following text into a text editor such asNotepad++, and save it with "save as type" being "all files" and .pl appended to the file name. Then open the file in the appropriate tool.

#!/usr/bin/perl -w
use strict;
use warnings;
undef $/;
my $num_args = $#ARGV + 1;
if (not $num_args ~~ [1..2]) {
print "Usage: czds_ents.pl <source.bsp> [destination.bsp]";
die;
}
my $source = $ARGV[0];
my $destination = $ARGV[$num_args - 1];
(open BSPFILE, "<", $source) or die "Error opening \"$source\" for reading";
binmode BSPFILE;
my $headerWordLen = 1 + 2 * 15;
my $headerLen = $headerWordLen * 4;
my $headerBin;
(read BSPFILE, $headerBin, $headerLen) == $headerLen or die "Error reading BSP file";
my @headerData = unpack "V$headerWordLen", $headerBin;
$headerData[0] == 30 or die "Incorrect version in BSP header";
my ($beforeEntBin, $entBin, $afterEntBin);
my $entOffset = $headerData[1],
my $origEntLength = $headerData[2];
(read BSPFILE, $beforeEntBin, $entOffset - tell BSPFILE) or die "Error reading BSP file";
(read BSPFILE, $entBin, $origEntLength) == $origEntLength or die "Error reading BSP file";
$afterEntBin = <BSPFILE>;
close BSPFILE;
$entBin =~ s/"(classname"\s+")cz_ct_/$1monster_ct_/g;
$entBin =~ s/"(classname"\s+")cz_t_/$1monster_terrorist_/g;
my $entLength = length $entBin;
my $entGrowth = $entLength - $origEntLength;
$headerData[2] = $entLength;
for (my $i = 1; $i < 15; ++$i) {
my $j = 2 * $i + 1;
if ($headerData[$j] > $entOffset) {
$headerData[$j] += $entGrowth;
}
}
(open OUTFILE, ">", $destination) or die "Error opening \"$destination\" for output";
binmode OUTFILE;
print OUTFILE (pack "V$headerWordLen", @headerData), $beforeEntBin, $entBin, $afterEntBin;
close OUTFILE;
FGD
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such asNotepad++, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open your map editor and add the FGD to your game configuration.

////////////////////////////////////////////////////////////////////////////////
// Counter-Strike Condition Zero Deleted Scenes
// Valve Hammer Editor 3.5
// Last Edited: Friday, February 9, 2013
//
// 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) : "Class type (TS1/TS2/CTS1/CTS2/CIV)"
]
@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"
deathtrigger(target_destination) : "Death Trigger"
deadanim(string) : "Dead animation name"
language(string) : "Language for sequences (AM, SP, JA)"
cantmove(choices) : "Movement" : 0 =
[
0 : "Normal"
1 : "1 (Sniper/No Movement)"
2 : "2 (Turret)"
]
weaponaccuracy(integer) : "Weapon accuracy"
healthmult(string) : "Health Multiplier"
netname(target_destination) : "Netname"
unkillable(integer) : "Unkillable" : 0 =
[
0 : "No"
1 : "Yes"
]
invulnerable(integer) : "Invulnerable" : 0 =
[
0 : "No"
1 : "Yes"
]
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) : "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
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) : "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"
[
spawnflags(flags) =
[
1: "Fog Affects Skybox" : 0
]
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
density(integer) : "Density"
fogStartDistance(integer) : "Start Distance" : 1500
fogStopDistance(integer) : "Stop Distance" : 2000
]
@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(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) : "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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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) = cz_t_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(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 : "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
////////////////////////////////////////////////////////////////////////////////
// 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"
]
@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" []