Condition Zero Deleted Scenes.fgd

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January 2024
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Icon-Important.pngImportant:Hammer 3.5 only supports entity classnames with up to 32 characters. Therefore, entities matching monster_ct_* and monster_terrorist_* have been replaced with cz_ct_* and cz_t_*, and an extra build step is necessary to rename cz_ct_* and cz_t_* to their correct names. A solution in way of a Perl script is provided in the following section. It is meant to be executed with the source argument being your compiled BSP file, and only the output of this script should be tested in-game. If no destination argument is given, the script will rewrite the source BSP file. Though this script is not tested beyond looking at the final BSP's binary data, it is believed to be correct. Contact [email protected] if it breaks everything.

See also

cs:CZDS_Full.fgd

czds_ents.pl

This is a text file used internally by a Valve Valve Software technology, such as Source Source and GoldSrc GoldSrc Engine.
To open this file, copy the following text into a text editor such as Notepad++ Notepad++, 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 text file used internally by a Valve Valve Software technology, such as Source Source and GoldSrc GoldSrc Engine.
To open this file, copy the following text into a text editor such as Notepad++ Notepad++, and save it with "save as type" being "all files" and .FGD appended to the file name. Then open the file in the appropriate tool.
//////////////////////////////////////////////////////////////////////////////// // 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" []