Cry of Fear.fgd
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From: Cry of Fear SDK
cry_of_fear.fgd
Forge Game Data
// Spirit of Half-Life v1.5 FGD
// For WorldCraft 3.5+ and Half-Life 1.1.0.8+
// Last update: 4th August 2004
// Created by Laurie Cheers - http://www.bearkey.com/?laurie
// Additions by Shambler Team - http://shamteam.cbi.ru/
// Additions by Killar - http://www.bearkey.com/?killar
// Additions by Confused - http://www.bearkey.com/?confused
// Additions by Mike - http://www.bearkey.com/?mike2k
// Additions by ytiAdmin - http://www.bearkey.com/?ytiadmin
// Additions by DeathWish - http://www.bearkey.com/?deathwish
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height" : "0.0"
MaxRange(string) : "Max viewable distance" : "4096"
chaptertitle(string) : "Chapter Title Message"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display 'Half-Life' title?" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "Flush global entities?" : 0 =
[
0 : "No, keep global ents"
1 : "Yes, flush global ents"
]
mapteams(string) : "Map Team List"
defaultteam(choices) : "Default Team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
startsuit(choices) : "HEV from start" =
[
0 : "No"
1 : "Yes"
]
allowmonsters(choices) : "Allow Monsters (MP only)" =
[
0 : "No"
1 : "Yes"
]
allow_sp_gjump(choices) : "Allow SP Gauss Jump" =
[
0 : "No (Default)"
1 : "Yes"
]
nomusicstop(choices) : "No Music Stop" : 1 =
[
0 : "No"
1 : "Yes"
]
noitemdropping(choices) : "No item dropping?" : 0 =
[
0 : "No"
1 : "Yes"
]
noise3(string) : "Custom no item dropping message"
nosimon(choices) : "No Sick Simon coop" : 0 =
[
0 : "No"
1 : "Yes"
]
iuser1(choices) : "Lobby map" : 0 =
[
0 : "No"
1 : "Yes"
]
doctormap(string) : "Custom doctor restart map"
iuser2(choices) : "Can drop phone?" : 0 =
[
0 : "No"
1 : "Yes"
]
materialstxt(string) : "Custom materials.txt (eg sound/materials.txt)" : "sound/materials.txt"
player1(string) : "Custom plr mdl (1)" : "police1"
player2(string) : "Custom plr mdl (2)" : "police2"
player3(string) : "Custom plr mdl (3)" : "police3"
player4(string) : "Custom plr mdl (4)" : "police4"
customsleeve(string) : "Custom sleeve tga"
customfingers(string) : "Custom fingers tga"
customgloves(string) : "Custom gloves tga"
iuser3(choices) : "Allow revolver dualwield" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@BaseClass = Sequence
[
sequence(integer) : "Animation Sequence (editor)"
]
@BaseClass = ZHLTLightKeys
[
zhlt_lightflags(choices) : "HLRAD Opacity (ZHLT 2.5.1+)" : 0 =
[
0: "Normal (0)"
1: "Embedded Fix (1)"
2: "Opaque (Blocks light) (2)"
3: "Opaque + Embedded Fix (3)"
6: "ConcaveFix (6)"
]
light_origin(string) : "Light Origin (ZHLT 2.5.1+)"
]
@BaseClass = ZhltLights
[
_fade(integer) : "Fade (ZHLT 2.5.1+)"
_falloff(choices) : "Falloff (ZHLT 2.5.1+)" : 2 =
[
1: "Inverse Square (1)"
2: "Inverse Linear (2)"
]
]
@BaseClass = TexLight
[
style(choices) : "Texlight style" : 0 =
[
0 : "Normal (on)"
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 = SwitchTexLight
[
style(choices) : "Texlight style" : 0 =
[
0 : "Normal (on)"
-1: "Switchable (starts on)"
-2: "Switchable (starts off)"
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 = Appearflags
[
skill(choices) : "Skill setting" : 0 =
[
0 : "All skills"
1 : "Not in easy"
2 : "Not in medium"
4 : "Not in hard"
6 : "Only in easy"
5 : "Only in medium"
3 : "Only in hard"
]
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = MoveWith
[
movewith(target_destination) : "Moves with"
]
@BaseClass = Master
[
master(string) : "Master"
]
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Angles, Appearflags) = Weapon
[
frags(choices) : "Default bullets in clip" : -1 =
[
-1 : "Normal"
-2 : "Empty"
]
master(string) : "Item Lock Master"
customv(string) : "Custom v model"
customw(string) : "Custom w model"
customscript(string) : "Custom weapon script"
]
@BaseClass base(Weapon) color(80 0 200) = Ammo []
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@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"
14: "Constant Glow (Sprites)"
15: "Distort (Models)"
16: "Hologram (Distort + fade)"
18: "Bulge Sideways (Models)"
19: "Glowing Aura (Models)"
21: "Reflection (Models)"
22: "Entity in PVS"
70: "Skybox Entity"
100: "Fullbright Pro"
137: "Skybox Entity Fullbright Pro"
184: "Camera attached light"
]
]
@BaseClass = RenderMode
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Pure Color"
2: "Texture"
3: "Glow (sprites only)"
4: "Solid"
5: "Additive"
]
]
@BaseClass base(RenderFxChoices, RenderMode) = RenderFields
[
renderamt(integer) : "FX Amount (1 - 255)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass base(RenderFxChoices, RenderMode) = RenderFieldsMax
[
renderamt(integer) : "FX Amount (1 - 255)" : 255
rendercolor(color255) : "FX Color (R G B)" : "255 255 255"
]
@BaseClass = LockSounds
[
locked_sound(choices) : "Locked Sound" : 0 =
[
0 : "None"
2 : "Access Denied (2)"
8 : "Small zap (8)"
10: "Buzz (10)"
11: "Buzz Off (11)"
12: "Latch Locked (12)"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0 : "None"
1 : "Big zap & Warmup (1)"
3 : "Access Granted (3)"
4 : "Quick Combolock (4)"
5 : "Power Deadbolt 1 (5)"
6 : "Power Deadbolt 2 (6)"
7 : "Plunger (7)"
8 : "Small zap (8)"
9 : "Keycard Sound (9)"
10: "Buzz (10)"
13: "Latch Unlocked (13)"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied (NA)"
2: "Security Lockout (ND)"
3: "Blast Door (NF)"
4: "Fire Door (NFIRE)"
5: "Chemical Door (NCHEM)"
6: "Radiation Door (NRAD)"
7: "Gen. Containment (NCON)"
8: "Maintenance Door (NH)"
9: "Broken Shut Door (NG)"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted (EA)"
2: "Security Disengaged (ED)"
3: "Blast Door (EF)"
4: "Fire Door (EFIRE)"
5: "Chemical Door (ECHEM)"
6: "Radiation Door (ERAD)"
7: "Gen. Containment (ECON)"
8: "Maintenance area (EH)"
]
]
@BaseClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass base(Targetname, Angles, RenderFields, Appearflags) color(0 200 200) = Monster
[
health(integer) : "Initial health (0 = normal)"
model(studio) : "Model (e.g. models/can.mdl)"
skin(integer) : "Skin"
scale(string) : "Scale (1.0 = normal size)"
target(string) : "Patrol Path"
m_iClass(choices) : "Behave as" : 0 =
[
0 : "Normal"
3 : "Scientist"
11: "Barney"
4 : "Human Military"
1 : "Machine (Human Military)"
5 : "Alien Military"
7 : "Other Alien"
8 : "Headcrab"
9 : "Bullsquid"
14 : "Faction A"
15 : "Faction B"
16 : "Faction C"
]
m_iPlayerReact(choices) : "Reaction to player" : 0 =
[
0 : "Normal"
1 : "Ignore"
2 : "Friendly until hurt"
3 : "Friendly unless provoked"
4 : "Enemy"
]
TriggerTarget(String) : "TriggerTarget"
TriggerCondition(Choices) : "Trigger Condition" =
[
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 : "Monster Clip" : 0
16: "Prisoner" : 0
128: "No yellow blobs" : 0
512: "Fade Corpse" : 0
4096: "Doesn't scare" : 0
]
]
@BaseClass = TalkMonster
[
UseSentence(String) : "Use Sentence"
UnUseSentence(String) : "Un-Use Sentence"
RefusalSentence(String) : "Refusal Sentence"
master(String) : "Master (prevents following)"
SpeakAs(string) : "Speech Group"
spawnflags(Flags) =
[
256: "Pre-Disaster" : 0
]
]
@BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = gibshooterbase
[
m_iGibs(integer) : "Number of shots" : 1
delay(string) : "Delay between shots" : "0"
m_iszPosition(string) : "At position (blank = here) [LP]"
m_iszVelocity(string) : "At velocity (blank = angle) [LV]"
m_flVelocity(string) : "Gib Speed Factor [LR]" : "200"
m_flVariance(string) : "Course Variance" : "0.15"
m_flGibLife(string) : "Shot lifetime (secs)" : "4"
m_iszTargetName(string) : "Shot's name"
m_iszSpawnTarget(string) : "Fire on spawn (locus = shot)"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
4 : "Debug" : 0
]
]
@BaseClass = Light
[
targetname(target_source) : "Name"
_light(color255) : "Brightness" : "255 255 128 200"
style(Choices) : "Appearance (static)" : 0 =
[
0 : "Normal (on)"
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 (on)"
m_iOnStyle(Choices) : "Appearance (on)" : 0 =
[
0 : "Normal (on)"
13: "Off"
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"
]
m_iOffStyle(Choices) : "Appearance (off)" : 0 =
[
0: "Normal (off)"
20: "On"
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"
]
m_iTurnOnTime(integer) : "Time taken to turn on (secs)" : 0
m_iTurnOnStyle(Choices) : "Appearance (turn on)" : 0 =
[
0: "Normal (off)"
20: "On"
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"
]
m_iTurnOffTime(integer) : "Time taken to turn off (secs)" : 0
m_iTurnOffStyle(Choices) : "Appearance (turn off)" : 0 =
[
0 : "Normal (on)"
13: "Off"
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(Targetname, Global) = Breakable
[
target(target_destination) : "Target on break"
whenhit(string) : "Trigger when hit (locus = position)"
health(integer) : "Strength" : 100
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"
]
delay(string) : "Delay before fire" : "0"
gibmodel(studio) : "Gib Model"
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
1: "Battery"
2: "Healthkit"
3: "9mm Handgun"
4: "9mm Clip"
5: "Machine Gun"
6: "Machine Gun Clip"
7: "Machine Gun Grenades"
8: "Shotgun"
9: "Shotgun Shells"
10: "Crossbow"
11: "Crossbow Bolts"
12: "357"
13: "357 clip"
14: "RPG"
15: "RPG Clip"
16: "Gauss clip"
17: "Hand grenade"
18: "Tripmine"
19: "Satchel Charge"
20: "Snark"
21: "Hornet Gun"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
respawn(choices) : "Respawn time (secs)" : 0 =
[
0: "No respawn"
-1: "Respawn when triggered"
]
netname(string) : "Target on respawn"
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
8 : "Fade Respawn" : 0
16 : "Invert Hit Vector" : 0
256: "Instant Crowbar" : 0
]
]
@BaseClass base(Appearflags) = Door
[
target(target_destination) : "Target (Always)"
message(string) : "Target on Open"
netname(string) : "Target on Close"
killtarget(target_destination) : "KillTarget"
immediatemode(choices) : "Fire before moving" : 0 =
[
0 : "No"
1 : "Yes"
]
onoffmode(choices) : "On/Off Aware" : 0 =
[
0 : "No"
1 : "Yes"
]
speed(integer) : "Speed" : 100
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding) (1)"
2: "Pneumatic (Sliding) (2)"
3: "Pneumatic (Rolling) (3)"
4: "Vacuum (4)"
5: "Power Hydraulic (5)"
6: "Large Rollers (6)"
7: "Track Door (7)"
8: "Snappy Metal Door (8)"
9: "Squeaky 1 (9)"
10: "Squeaky 2 (10)"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "Clang with brake (1)"
2: "Clang reverb (2)"
3: "Ratchet Stop (3)"
4: "Chunk (4)"
5: "Light airbrake (5)"
6: "Metal Slide Stop (6)"
7: "Metal Lock Stop (7)"
8: "Snappy Metal Stop (8)"
]
wait(choices) : "Delay before close" : 3 =
[
-1 : "Stays Open (-1)"
]
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
delay(integer) : "Delay before fire"
health(integer) : "Health (shoot open)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Only" : 0
512: "Monsters Can't" : 0
1024: "Force Touchable" : 0
]
_minlight(string) : "Minimum light level"
]
@BaseClass base(Targetname, Target, Angles, MoveWith, RenderFields, Global) = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
2 : "Not Solid" : 0
16: "Line of Sight" : 0
32: "Controllable" : 0
64: "Laser Spot" : 0
128: "Match Target" : 0
]
master(string) : "(Team) Master"
firemaster(string) : "Fire Master"
m_iszLocusFire(string) : "Trigger on firing (locus = barrel)"
yawrate(string) : "Yaw rate" : "30"
yawrange(string) : "Yaw range" : "180"
yawtolerance(string) : "Yaw tolerance" : "15"
pitchrate(string) : "Pitch rate" : "0"
pitchrange(string) : "Pitch range" : "0"
pitchtolerance(string) : "Pitch tolerance" : "5"
barrel(string) : "Barrel Length" : "0"
barrely(string) : "Barrel Horizontal" : "0"
barrelz(string) : "Barrel Vertical" : "0"
spritesmoke(sprite) : "Smoke Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spritescale(string) : "Sprite scale" : "1"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing persistence" : "1"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
m_iClass(choices) : "Behaviour" : 0 =
[
0: "Attack only players"
11: "Barney"
4: "Human Military"
5: "Alien Military"
]
_minlight(string) : "Minimum light level"
]
@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"
]
custommovesnd(sound) : "Custom Move Sound"
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"
]
customstopsnd(sound) : "Custom Stop Sound"
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass base(Targetname, RenderFields, Global, 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, Targetx) = Trigger []
@BaseClass = TriggerCond
[
netname(string) : "Triggered only by entity"
spawnflags(flags) =
[
1: "Monsters" : 0
2: "No Clients" : 0
4: "Pushables" : 0
8: "Everything else": 0
]
]
@BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = Script
[
target(target_destination) : "Target (fire when done)"
delay(string) : "Delay before firing target" : "0"
killtarget(target_destination) : "KillTarget when done"
m_iszFireOnBegin(string): "Fire after moving"
m_iszEntity(string) : "Target Monster [LE]"
m_flRadius(integer) : "Search Radius" : 512
m_iPriority(choices) : "Priority" : 0 =
[
0 : "Normal"
4 : "Override other sequences"
]
m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
[
0 : "Default AI"
1 : "Ambush"
]
m_iRepeats(integer) : "Repeat action X more times" : 0
m_fRepeatFrame(string) : "Repeat from frame" : "0"
spawnflags(Flags) =
[
4 : "Repeatable" : 0
32: "No Interruptions" : 0
]
]
@BaseClass base(Script) size(-16 -16 0, 16 16 72) color(255 0 255) = ScriptSequence
[
m_iszMoveTarget(string) : "Move target (blank = this) [LE]"
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No (don't turn)"
1 : "Walk"
2 : "Run"
5 : "No - Only turn"
4 : "Instant move + turn"
6 : "No - Instant turn"
]
m_iszAttack(string) : "Turn target (blank = this) [LE]"
m_fTurnType(choices) : "Turn mode" : 0 =
[
0 : "Match Angle"
1 : "Turn to face"
2 : "Don't Turn"
]
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
spawnflags(Flags) =
[
8 : "Leave Corpse" : 0
128: "No Script Movement" : 0
256: "Monster Dies" : 0
]
]
@PointClass base(ScriptSequence) = aiscripted_sequence : "AI Scripted Sequence" []
@PointClass base(Targetname) color(204 179 179) = ambient_fmodstream: "FMOD Audio player (MP3/OGG/WMA)"
[
message(string) : "File Name"
spawnflags(flags) =
[
1: "Remove on fire" : 0
2: "Loop" : 0
]
frags(choices) : "Music fade in time" : 0 =
[
0 : "Instant"
]
]
@PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = ambient_generic : "Universal Ambient"
[
message(sound) : "WAV Name (e.g. vox/c.wav)"
health(integer) : "Volume (10 = loudest)" : 10
target(target_destination) : "Entity to play from"
channel(choices) : "Channel to use for that entity" : 6 =
[
1: "Weapon"
2: "Voice"
3: "Item"
4: "Body"
5: "Stream"
6: "Static"
]
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
noise(string) : "Calc_ratio Volume (overrides)" : ""
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(choices) : "LFO type (0 - 3)" : 0 =
[
0: "Off"
1: "Square"
2: "Triangle"
3: "Round"
]
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" : 0
8: "Large Radius" : 0
16:"Start Silent" : 0
32:"Is NOT Looped" : 0
]
]
@SolidClass base(Target, Master, RenderFields, ZHLTLightKeys, MoveWith) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates": 0
2: "Start On" : 0
4: "Non Solid" : 0
8: "Can't shoot" : 0
]
]
@PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_position : "Calculate position"
[
netname(string) : "Entity to use [LE]" : "*locus"
impulse(choices) : "Position to calculate" : 1 =
[
0 : "Origin"
1 : "Eyes"
2 : "Top"
3 : "Centre"
4 : "Bottom"
5 : "Attachment point 0"
6 : "Attachment point 1"
7 : "Attachment point 2"
8 : "Attachment point 3"
9 : "Random"
]
message(string) : "Add offset [LV]" : "0 0 0"
]
@PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_ratio : "Ratio adjustment"
[
target(string) : "Based on ratio [LR]" : "*locus"
skin(choices) : "Ratio to get (Basis)" : 0 =
[
0: "health/maxhealth(Monsters/Players/Breakables)"
1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)"
3 : "HasWeapons(Players)"
0 : "current count(Watcher_Count)"
1 : "current count/Comparison number (Watcher_Count)"
]
impulse(choices) : "Transformation" : 0 =
[
0 : "None"
1 : "Reversed (1-X)"
2 : "Negative (-X)"
3 : "Reciprocal (1/X)"
]
netname(string) : "Offset by [LR]" : "0"
body(choices) : "Ratio to get (Offset)" : 0 =
[
0: "health/maxhealth(Monsters/Players/Breakables)"
1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)"
3 : "HasWeapons(Players)"
0 : "current count(Watcher_Count)"
1 : "current count/Comparison number (Watcher_Count)"
]
message(string) : "Scale factor [LR]" : "1"
button ((choices) : "Ratio to get (Scale)" : 0 =
[
0: "health/maxhealth(Monsters/Players/Breakables)"
1 : "speed (use scalefactor to obtain a ratio)(Monsters/Players)"
3 : "HasWeapons(Players)"
0 : "current count(Watcher_Count)"
1 : "current count/Comparison number (Watcher_Count)"
]
noise(string) : "Min (blank = none) [LR]"
noise1(string) : "Max (blank = none) [LR]"
frags(choices) : "If outside range" : 0 =
[
0 : "Pick nearest value"
1 : "Wrap around"
2 : "Bounce back"
]
]
@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_subvelocity : "Calculate velocity based on entity properties"
[
netname(string) : "Entity to use [LE]" : "*locus"
impulse(choices) : "Value to calculate from" : 0 =
[
0 : "Movement Velocity"
1 : "Angle"
2 : "View Angle"
5 : "Attachment point 0"
6 : "Attachment point 1"
7 : "Attachment point 2"
8 : "Attachment point 3"
]
noise(string) : "Scale factor [LR]" : "1.0"
message(string) : "Add offset [LV]" : "0 0 0"
spawnflags(flags) =
[
1 : "Normalize" : 0
2 : "Flip Vertical" : 0
4 : "Discard X" : 0
8 : "Discard Y" : 0
16 : "Discard Z" :0
]
]
@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_path : "Calculate velocity for travelling"
[
target(string) : "Start position [LP]" : "*locus"
netname(string) : "Destination"
armorvalue(choices) : "Destination is" : 0 =
[
0 : "Position [LP]"
1 : "Offset [LV]"
]
health(choices) : "Length Calculation" : 0 =
[
4 : "Square (X = X*X)"
0 : "None (X = X)"
1 : "Normalise (X = 1)"
2 : "Reciprocal (X = 1/X)"
3 : "Inverse Square (X = 1/X*X)"
]
noise(string) : "Length factor [LR]" : "1.0"
frags(choices) : "Line is blocked by" : 0 =
[
0 : "Nothing"
1 : "Walls"
2 : "Walls & Glass"
3 : "Walls & Monsters"
4 : "Walls, Monsters & Glass"
]
]
@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_polar : "Calculate velocity"
[
netname(string) : "Based on velocity [LV]"
angles(string) : "Rotated by angle (Y Z X)" : "0 0 0"
noise(string) : "Length factor [LR]" : "1.0"
message(string) : "Add offset [LV]" : "0 0 0"
spawnflags(flags) =
[
1 : "Normalize" : 0
]
]
@SolidClass base(Targetname, Target, MoveWith) = camera_spot_trigger: "Camera trigger"[]
@PointClass base(Targetname, RenderFields, MoveWith) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler"
[
model(studio) : "Model"
]
@PointClass base(Targetname, RenderFields, MoveWith) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
]
@PointClass base(Monster, MoveWith) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" []
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@PointClass size(-8 -8 -8, 8 8 8) color(159 203 223) = env_static_decal : "new decal"
[
netname(string) : "Decal group name" : "0"
skin(choices) : "Direction" : 0 =
[
0 : "Auto"
1 : "Negative X"
2 : "Positive X"
3 : "Negative Y"
4 : "Positive Y"
5 : "Negative Z"
6 : "Positive Z"
]
]
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) iconsprite("sprites/envbeam.spr") size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "0"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Distortion (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (-1 = never)" : "0"
damage(string) : "Damage / second" : "0"
frags(choices) : "Damage type" : 0 =
[
0 : "Energy Beam"
1 : "Fracture"
2 : "Bullet ('blood loss')"
4 : "Lacerations"
8 : "Burning"
16 : "Freezing"
128 : "Crowbar"
256 : "Electric shock"
512 : "Sonic ('internal bleeding')"
16384 : "Drowning"
65536 : "Biohazard"
131072 : "Poison (duration)"
262144 : "Radiation"
1048576: "Hazardous chemical"
]
target(target_destination) : "Fire on trip"
netname(target_destination) : "Tripped only by entity"
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: "Fade Start" : 0
256: "Fade End" : 0
512: "Draw Solid" : 0
1024: "Draw Sine" : 0
]
]
@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_beamtrail : "Beam trail effect"
[
target(string) : "Entity to trail (blank = this) [LE]"
netname(sprite) : "Sprite Name" : "sprites/smoke.spr"
renderamt(integer) : "Brightness (1 - 255)" : 255
rendercolor(color255) : "Color (R G B)" : "255 255 255"
armorvalue(integer) : "Width" : 5
health(string) : "Fade time (secs)" : "4.0"
spawnflags(flags) =
[
1: "Start off" : 0
]
]
@PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_beverage : "Beverage Dispenser"
[
target(string) : "Initial position (blank = here) [LP]"
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 base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 0) iconsprite("sprites/env.spr") = env_blood : "Blood Effects"
[
target(string) : "Initial position (blank = here) [LP]"
netname(string) : "Direction (blank = angles) [LV]"
color(choices) : "Blood Color" : 0 =
[
0: "Red (Human)"
1: "Yellow (Alien)"
]
amount(string) : "Amount of blood (damage to simulate)" : "100"
spawnflags(flags) =
[
1: "Random Direction" : 0
2: "Blood Stream" : 0
4: "On Player" : 0
8: "Spray decals" : 0
]
]
@SolidClass base(Targetname, ZHLTLightKeys, MoveWith) iconsprite("sprites/env.spr") = 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 color(78 32 108) = env_customize : "Change entity properties"
[
targetname(target_source) : "Name"
target(string) : "Target to affect [LE]"
m_flRadius(integer) : "Search Radius" : 512
body(choices) : "Set body" : -1 =
[
-1 : "No change"
]
skin(choices) : "Set skin" : -1 =
[
-1 : "No change"
-2 : "Toggle 0/1"
0 : "Skin 0 (normal)"
1 : "Skin 1"
2 : "Skin 2"
3 : "Skin 3"
]
frame(choices) : "Set brush texture" : -1 =
[
-1 : "No change"
-2 : "Toggle 0/1"
0 : "Texture 0 (normal)"
1 : "Texture 1 (alternate)"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
m_iszModel(string) : "Set model (e.g. models/can.mdl)"
m_bloodColor(choices) : "Blood Color" : 0 =
[
0 : "No change"
-1 : "Don't Bleed"
247 : "Red (Human)"
195 : "Yellow (Alien)"
]
m_voicePitch(choices) : "Voice Pitch (100 = normal)" : -1 =
[
-1 : "No change"
]
m_fFramerate(string) : "Frame rate (-1 = no change)" : "-1"
m_fController0(choices) : "Bone controller 0" : 0 =
[
0 : "No change"
1024 : "Set to 0"
]
m_fController1(choices) : "Bone controller 1" : 0 =
[
0 : "No change"
1024 : "Set to 0"
]
m_fController2(choices) : "Bone controller 2" : 0 =
[
0 : "No change"
1024 : "Set to 0"
]
m_fController3(choices) : "Bone controller 3" : 0 =
[
0 : "No change"
1024 : "Set to 0"
]
m_iClass(choices) : "Set behaviour" : 0 =
[
0 : "No change"
3 : "Scientist"
11: "Barney"
4 : "Human Military"
1 : "Machine (Human Military)"
5 : "Alien Military"
7 : "Other Alien"
8 : "Headcrab"
9 : "Bullsquid"
14 : "Faction A"
15 : "Faction B"
16 : "Faction C"
]
m_iPlayerReact(choices) : "Reaction to player" : -1 =
[
-1 : "No Change"
0 : "Normal"
1 : "Ignore"
2 : "Friendly until hurt"
3 : "Friendly unless provoked"
4 : "Enemy"
]
m_iVisible(choices) : "Visibility" : 0 =
[
0: "No change"
1: "Visible"
2: "Invisible"
3: "Toggle"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
m_iSolid(choices) : "Solidity" : 0 =
[
0: "No change"
1: "Solid"
2: "Not Solid"
3: "Toggle"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
m_iPrisoner(choices) : "Prisoner" : 0 =
[
0: "No change"
1: "Yes"
2: "No"
3: "Toggle"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
m_iMonsterClip(choices) : "MonsterClip flag" : 0 =
[
0: "No change"
1: "On"
2: "Off"
3: "Toggle"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
m_iProvoked(choices) : "Angry At Player" : 0 =
[
0: "No change"
1: "Yes"
2: "No"
3: "Toggle"
4: "On/Off based on usetype"
5: "Off/On based on usetype"
]
spawnflags(flags) =
[
1: "Affect corpses" : 0
2: "Once Only" : 0
4: "Debug" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_decal : "Decal sprayer"
[
target(string) : "Position (blank = here) [LP]"
netname(string) : "Spray direction (blank = angle) [LV]"
message(string) : "Max distance (blank = none) [LR]"
impulse(choices) : "Decal group" : 0 =
[
1 : "Gunshot"
5 : "Big gunshot"
2 : "Blood"
3 : "Alien blood"
4 : "Glass cracks"
6 : "Scorch marks"
7 : "Bullsquid splat"
0 : "Custom (see below)"
]
noise(sprite) : "Custom decal texture"
]
@PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_dlight : "Dynamic light effect"
[
message(string) : "Position (blank = here) [LP]"
rendercolor(color255) : "Light Color (R G B)" : "255 255 255"
radius(integer) : "Radius" : 12
health(string) : "Duration (0 = until triggered)" : "0.0"
frags(integer) : "Decay (units/sec)" : 0
spawnflags(Flags) =
[
1 : "Only once" : 0
2 : "Start on" : 0
]
]
@PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_elight : "Entity light effect"
[
netname(string) : "At position (blank = here) [LP]"
target(string) : "Entity to follow (blank = this) [LE]"
impulse(choices) : "Attachment point on that entity" : 0 =
[
0 : "None"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
]
renderamt(integer) : "Radius" : 12
rendercolor(color255) : "Color (R G B)" : "255 255 255"
health(string) : "Duration (0 = until triggered)" : "0.0"
frags(integer) : "Decay (units/sec)" : 0
spawnflags(Flags) =
[
1 : "Only once" : 0
2 : "Start on" : 0
]
]
@PointClass iconsprite("sprites/env.spr") = rain_settings : "Constant map settings"
[
m_flDistance(integer) : "Rain distance" : 1000
m_iMode(choices) : "Weather type" : 0 =
[
0: "Rain"
1: "Snow"
]
]
@PointClass iconsprite("sprites/env.spr") = rain_modify : "Modify rain settings"
[
m_flTime(integer) : "Fading time" : 0
m_iDripsPerSecond(integer) : "Drips per second" : 800
m_flWindX(integer) : "Wind X" : 0
m_flWindY(integer) : "Wind Y" : 0
m_flRandX(integer) : "Rand X" : 0
m_flRandY(integer) : "Rand Y" : 0
]
@SolidClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_rain : "Rain Effect"
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
m_dripSpeed(integer) : "Drip Speed" : 40
m_dripSize(integer) : "Drip Width" : 5
m_brightness(integer) : "Drip Brightness (1 - 255)" : 128
rendercolor(color255) : "Drip Color (R G B)" : "64 128 255"
m_iNoise(integer) : "Beam noise (distortion)" : 0
m_burstSize(integer) : "Number of drips per update" : 2
m_flUpdateTime(string) : "Time between updates" : "0.5"
m_flMaxUpdateTime(string) : "Max time between updates (random)"
target(string) : "Fire on updating"
m_fLifeTime(string) : "Beam Lifetime (0 = three updates)"
texture(sprite) : "Drip Sprite" : "sprites/rain.spr"
m_axis(choices) : "Beam Direction" : 0 =
[
0 : "Z axis (vertical)"
1 : "X axis"
2 : "Y axis"
]
m_iExtent(choices) : "Extent type" : 1 =
[
0 : "Fill brush"
1 : "Obstructable"
3 : "Reverse obstructable"
2 : "Arcing"
4 : "Reverse arcing"
5 : "Arcing Through"
]
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@SolidClass base(Targetname, MoveWith) = env_mirror : "Mirror"
[
radius(integer) : "Radius" : 330
frags(string) : "Frags ([SF]blank for auto)"
spawnflag(flags) =
[
1 : "Draw Player" : 0
]
]
@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_explosion : "Explosion"
[
target(string) : "Initial position (blank = here) [LP]"
iMagnitude(integer) : "Magnitude/Radius" : 100
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
]
]
@PointClass base(Targetname) color(0 0 0) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
8: "Permanent" : 0
16: "Fire at Camera" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = env_fog : "Fog effect, DMC stylee"
[
fadein(integer) : "Fade in time" : 0
holdtime(string) : "Hold time (0 = permanent)" : "0"
fadeout(integer) : "Fade out time" : 0
startdist(integer) : "Fog start position" : 0
enddist(integer) : "Fog end position" : 1000
rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"
spawnflags(flags) =
[
1 : "Start active" : 0
]
]
@PointClass base(Targetname, Master) iconsprite("sprites/env.spr") = env_footsteps : "Change Movement Sounds"
[
frags(choices) : "Preset Footstep type" : 0 =
[
0 : "Custom (see below)"
-1 : "Concrete"
1 : "Metal"
2 : "Dirt"
3 : "Vent"
4 : "Grate"
5 : "Tile"
6 : "Paddling"
7 : "Wading"
8 : "Ladder"
]
noise(sound) : "Custom Footstep sound"
noise1(sound) : "Ladder sound"
noise2(sound) : "Wading sound"
noise3(sound) : "Paddling sound"
spawnflags(flags) =
[
1: "Set only" : 0
2: "Once only" : 0
]
]
@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_funnel : "Large Portal Funnel"
[
message(string) : "Position (blank = here) [LP]"
netname(sprite) : "Particle sprite"
spawnflags(flags) =
[
1: "Reverse" : 0
2: "Repeatable" : 0
]
]
@PointClass base(Targetname) color(255 255 128) iconsprite("sprites/env.spr") = env_global : "Global State"
[
globalstate(string) : "Global State to Set"
triggermode(choices) : "Trigger to send" : 3 =
[
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, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/glow01.spr") = env_glow : "Light Glow/Haze"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(integer) : "Scale" : 1
]
@PointClass base(Targetname, RenderFxChoices, Angles, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_laser : "Laser Beam Effect"
[
LaserStart(target_destination) : "Start At (blank = here) [LP]"
LaserTarget(target_destination) : "Fire Towards"
m_iTowardsMode(choices) : "Meaning of Fire Towards" : 0 =
[
0 : "Position [LP]"
1 : "Direction [LV]"
]
renderamt(integer) : "Brightness (1 - 255)" : 255
rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
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"
StartSprite(sprite) : "Start Sprite" : ""
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framestart(integer) : "Starting Frame" : 0
damage(string) : "Damage / second" : "100"
frags(choices) : "Damage type" : 0 =
[
0 : "Energy Beam"
1 : "Fracture"
2 : "Bullet ('blood loss')"
4 : "Lacerations"
8 : "Burning"
16 : "Freezing"
512 : "Sonic ('internal bleeding')"
16384 : "Drowning"
65536 : "Biohazard"
131072 : "Poison (continuous)"
262144 : "Radiation"
1048576: "Hazardous chemical"
]
target(target_destination) : "Fire when tripped"
netname(target_destination) : "Tripped only by entity"
m_iProjection(choices) : "Projection mode" : 0 =
[
0: "Normal"
1: "Extend past endpoint"
]
m_iStoppedBy(choices) : "Stopped by" : 0 =
[
0: "Glass & Monsters"
1: "Monsters only"
2: "Glass & Monster hulls"
3: "Monster hulls only"
4: "Glass only"
5: "Neither"
]
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Fade Start" : 0
256: "Fade End" : 0
512: "Draw Solid" : 0
1024: "Interpolate" : 0
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
messagesound(sound) : "Sound Effect"
messagevolume(string) : "Volume 0-10" : "10"
messageattenuation(choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio() = env_model : "New alternative to cyclers"
[
model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
scale(string) : "Scale (1.0 = normal size)"
m_iszSequence_On(string) : "Sequence when on"
m_iAction_On(choices) : "Behaviour when on" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
m_iszSequence_Off(string) : "Sequence when off"
m_iAction_Off(choices) : "Behaviour when off" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
spawnflags(flags) =
[
1: "Initially Off" : 0
2: "Drop to Floor" : 0
4: "Solid" : 0
8: "Turn head" : 0
]
chestnums(choices) : "Has Chest Nums?" : 0 =
[
0 : "No"
1 : "Yes"
]
iuser1(choices) : "Coop player" : 0 =
[
0 : "None"
1 : "Player 1"
2 : "Player 2"
3 : "Player 3"
4 : "Player 4"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_quakefx : "Quake 1 particle effects"
[
message(string) : "Position (blank = here) [LP]"
impulse(choices) : "Effect type" : 4 =
[
4 : "Tar Explosion"
10 : "Lava Splash"
11 : "Teleport Splash"
12 : "Explosion"
122 : "Particle Burst"
]
frags(integer) : "Particle Burst: color number" : 70
armortype(integer) : "Particle Burst: radius" : 300
health(string) : "Particle Burst: duration" : "1.0"
spawnflags(flags) =
[
1: "Repeatable" : 0
]
]
@PointClass sprite() base(Targetname, Angles, MoveWith, RenderFields) size (-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_particle : "Particle Effect"
[
message(string) : "Particle file" : "aurora/smoke.aur"
spawnflags(flags) =
[
1: "Start On" : 0
2: "Spawn Use" : 0
]
]
@PointClass base(Targetname, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) iconsprite("sprites/env.spr") = env_render : "Render Controls"
[
message(string) : "FX Amount factor [LR]"
m_fScale(string) : "Scale (0 = no change)"
m_lScale(string) : "Scale (0 = no change) [LR]"
target(target_destination) : "Target to affect [LE]"
frags(string) : "Fade Time (secs)" : "0"
armorvalue(string) : "Fade Coarseness (secs)"
netname(string) : "Trigger after fading"
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
32: "Remove target" : 0
64: "Remove self" : 0
]
]
@PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "GlobalShake" : 0
]
amplitude(string) : "Amplitude 0-16" : "4"
radius(string) : "Effect radius" : "500"
duration(string) : "Duration (seconds)" : "1"
frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]
@PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_shockwave : "Shockwave Effect"
[
spawnflags(flags) =
[
1: "Centered" : 0
2: "Repeatable" : 0
]
m_iszPosition(string) : "Position (blank = here) [LP]"
netname(string) : "Spritename" : "sprites/shockwave.spr"
rendercolor(string): "Color": "188 220 255"
renderamt(integer) : "Opacity (0-255)": 255
m_iTime(integer) : "Duration" : 2
m_iRadius(integer) : "Final radius" : 1000
m_iHeight(integer) : "Wave height" : 32
m_iScrollRate(integer) : "Scroll rate" : 0
m_iNoise(integer) : "Distortion ('noise')" : 0
m_iFrameRate(integer) : "Frame Rate" : 0
m_iStartFrame(integer) : "Starting Frame" : 0
]
@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) studio()= env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model or Sprite name" : "sprites/ballsmoke.spr"
noise(string) : "Scale [LR]" : ""
skin(integer) : "Skin" : 0
body(integer) : "Body (models only)"
frame(integer) : "Start frame" : 0
framerate(string) : "Framerate" : "10.0"
m_iPhysics(choices) : "Behaviour of children" : 0 =
[
0: "Bouncy gib (normal)"
1: "Sticky gib"
2: "Noclip"
3: "Fly (ignore gravity)"
4: "Fly & bounce"
5: "Arc (obey gravity)"
6: "Arc & bounce"
]
m_iBloodColor(choices) : "Blood color" : 0 =
[
0 : "Don't bleed"
247 : "Red (human)"
195 : "Yellow (alien)"
]
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
m_fFriction(string) : "Bounce height" : "0.55"
m_iszTouch(string) : "Fire on collision (locus = shot)"
m_iszTouchOther(string) : "Fire on collision (locus = wall)"
m_vecSize(string) : "Shot size (X Y Z)" : "0 0 0"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = env_sky : "Unreal-Tournament style sky view"
[
]
@PointClass base(Master, MoveWith) iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound"
[
targetname(target_source) : "Name"
target(target_destination) : "Fire when activated"
radius(integer) : "Radius" : 128
roomtype(choices) : "Room Type" : 0 =
[
0 : "(Disable all filters)"
1 : "Generic (no filters)"
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, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_spark : "Spark"
[
target(string) : "Initial position (blank = here) [LP]"
MaxDelay(string) : "Max Time between sparks" : "0"
spawnflags(flags) =
[
16: "Cyclic" : 0
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Targetname, Angles, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : ""
message(string) : "Attached to entity..."
frags(choices) : "...at attachment point" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
]
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
@PointClass base(Targetname, Master) color(128 128 255) iconsprite("sprites/env.spr") = env_state : "Local State"
[
target(target_destination) : "Target (on & off)"
noise1(target_destination) : "Fire when turned on"
noise2(target_destination) : "Fire when turned off"
turnontime(string) : "Time taken to turn on" : "0"
turnofftime(string) : "Time taken to turn off" : "0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Debug Mode" : 0
]
]
@PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_warpball : "Teleport-in effect"
[
target(string) : "Initial position (blank = here) [LP]"
health(string) : "Max lightning-arc length" : "90"
frags(integer) : "Number of lightning bolts" : 12
]
@SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_asylumlookat : "For triggering the telescope cancel when you look at Simon in the asylum1"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight) = func_breakable : "Breakable Object"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global, LockSounds) = func_button : "Button"
[
speed(integer) : "Speed" : 25
health(integer) : "Health (shootable if > 0)"
lip(integer) : "Lip" : 0
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup (1)"
2: "Access Denied (2)"
3: "Access Granted (3)"
4: "Quick Combolock (4)"
5: "Power Deadbolt 1 (5)"
6: "Power Deadbolt 2 (6)"
7: "Plunger (7)"
8: "Small zap (8)"
9: "Keycard Sound (9)"
10: "Buzz (10)"
11: "Buzz Off (11)"
14: "Lightswitch"
]
wait(choices) : "Delay before Reset" : 0 =
[
-1 : "Stays pressed (-1)"
]
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Don't move" : 0
16: "Direct use only": 0
32: "Toggle" : 0
64: "Sparks" : 0
128: "Not Solid" : 0
256:"Touch Activates": 0
512:"Can't Use" : 0
1024:"Keep item after use" : 0
2048:"Unlock auto use" : 0
]
lockedby(string) : "Entity the door is locked by"
lockedmsg(string) : "Locked message"
lockedsnd(sound) : "Locked sound"
unlockedsnd(sound) : "Unlocked sound"
unlockedmsg(string) : "Unlocked message"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys) = func_coopallplayersbutton : "A button that all players have to be near to use"
[
message(string) : "Name of trigger_coop_changelevel"
target(string) : "Name of target to fire"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door : "Basic door"
[
directuse(choices) : "Direct use only" : 0 =
[
0 : "No"
1 : "Yes"
]
acceleration(integer) : "Acceleration '0' for infinite" : 0
deceleration(integer) : "Deceleration '0' for infinite" : 0
]
@SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door_rotating : "Rotating door"
[
directuse(choices) : "Direct use only" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
]
@SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = func_escalatorstep : "Escalator Step"
[
spawnflags(flags) =
[
1 : "End Section" : 0
2: "Start Off" : 0
]
forwardaxis(choices) : "Forward Axis" : 0 =
[
0 : "-X"
1 : "+X"
2 : "-Y"
3 : "+Y"
]
]
@SolidClass base(Appearflags, MoveWith, RenderFields, ZHLTLightKeys) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_guntarget : "Moving platform"
[
speed(integer) : "Speed (units per second)" : 100
target(target_source) : "First stop target"
message(target_source) : "Fire when damaged"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_healthcharger: "Wall health recharger"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
-17:"Zero-G"
-18:"Hover-Field"
-19:"Fog effect"
-20:"Special 1 (Particles)"
-21:"Special 2 (Particles)"
-22:"Special 3 (Particles)"
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_ladder : "Ladder"
[
spawnflags(flags) =
[
1 : "Visible" : 0
]
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_laddercontrol : "Ladder Controller"
[
target(string) : "Target Ladder To Control"
]
@SolidClass base(Targetname, MoveWith) = func_monsterclip : "Monster clip brush" []
@SolidClass base(Targetname, MoveWith) = 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, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Appearflags) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
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 : "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Angles, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_platrot : "Moving Rotating platform"
[
spawnflags(flags) =
[
1: "Toggle" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, RenderFields, ZHLTLightKeys) = func_pushable : "Pushable object"
[
spawnflags(flags) =
[
128: "Breakable" : 0
512: "Can't Pull" : 0
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
]
@SolidClass base(MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_recharge: "Battery recharger"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Target, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Master, LockSounds) = func_rot_button : "RotatingButton"
[
changetarget(target_destination) : "ChangeTarget Name"
speed(integer) : "Speed" : 50
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : -1 =
[
-1: "None"
21: "Squeaky (1)"
22: "Squeaky Pneumatic (2)"
23: "Ratchet Groan (3)"
24: "Clean Ratchet (4)"
25: "Gas Clunk (5)"
]
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "0"
distance(integer) : "Distance (deg)" : 90
spawnflags(flags) =
[
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
16: "Direct use only" : 0
32: "Toggle" : 0
64: "X Axis" : 0
128:"Y Axis" : 0
256:"Touch Activates" : 0
512:"Invert '+Use'able" : 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_rotating : "Rotating Object"
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
speed(integer) : "Rotation Speed" : 30
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine (1)"
2 : "Slow Rush (2)"
3 : "Medium Rickety (3)"
4 : "Fast Beating (4)"
5 : "Slow Smooth (5)"
]
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" : 0
]
_minlight(integer) : "_minlight"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(Targetname) = func_shine : "Shiny Surface"
[
message(sprite) : "Shine sprite" : "sprites/bgspr.spr"
scale(integer) : "Shine scale" : 10
renderamt(integer) : "Shine brightness (0-255)" : 50
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_stairs : "Stair segment to control speed" []
@SolidClass base(BaseTank, ZHLTLightKeys) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass base(Targetname, MoveWith) = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
frags(integer) : "Tolerance (-1 = total)" : 30
crosshair(choices) : "Crosshair to use" : 0 =
[
0: "None"
4: "MP5"
]
spawnflags(flags) =
[
1 : "Ignore +Use" : 0
2 : "Visible" : 0
]
]
@SolidClass base(BaseTank, ZHLTLightKeys) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, ZHLTLightKeys) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(BaseTank, ZHLTLightKeys) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(Trackchange, ZHLTLightKeys) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange, ZHLTLightKeys) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
4 : "No Reverse" : 0
8 : "Passable" : 0
16: "No Yaw (Z-rot)" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Move Sound" : 0 =
[
0: "None (or custom)"
1: "Rail 1"
2: "Rail 2"
3: "Rail 3"
4: "Rail 4"
5: "Rail 6"
6: "Rail 7"
]
custommovesound(sound) : "Custom Move Sound"
customstartsound(sound) : "Start Sound"
custombrakesound(sound) : "Stop Sound"
wheels(integer) : "Distance between the wheels" : 50
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
avelocity(string) : "Initial avelocity (Y Z X)"
]
@SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
speed(integer) : "Speed (units per second)" : 100
avelocity(string) : "Initial avelocity (Y Z X)"
dmg(choices) : "Damage on crush" : 2 =
[
-1: "No damage"
]
skin(integer) : "Contents" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
spawnflags(flags) =
[
2 : "Origin on paths" : 0
4 : "Initially On" : 0
8 : "Not solid" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_valve : "Stupid crap"
[
iuser1(integer) : "Distance (deg)" : 0
iuser2(integer) : "Degrees/0.025 secs" : 2
iuser4(choices) : "Axis" : 0 =
[
0: "X"
1: "Y"
2: "Z"
]
lockedby(string) : "Entity the valve is locked by"
lockedmsg(string) : "Locked message"
lockedsnd(sound) : "Locked sound"
unlockedsnd(sound) : "Unlocked sound"
unlockedmsg(string) : "Unlocked message"
message(string) : "Entity to rotate too"
impulse(choices) : "ENTITY Axis" : 0 =
[
0: "X"
1: "Y"
2: "Z"
]
spawnflags(flags) =
[
1 : "Keep key after unlock" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Targetname, Angles, Master, Door, LockSounds, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256: "Use Only" : 0
]
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
]
WaveHeight(string) : "Wave Height" : "0"
]
@PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 0
]
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Target, Master) iconsprite("sprites/game.spr") = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_end : "End this multiplayer game" []
@PointClass base(Targetname) iconsprite("sprites/game.spr") = game_player_equip : "Initial player equipment"
[
master(string) : "Team Master"
spawnflags(flags) =
[
1: "Use Only" : 0
]
]
@PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_team : "Allows player to change teams"
[
spawnflags(flags) =
[
1 : "Remove On fire" : 0
2 : "Kill Player" : 0
4 : "Gib Player" : 0
]
target(string) : "game_team_master to use"
]
@PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_score : "Award/Deduct Points"
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
]
@PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_master : "Team based master/relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger to send" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
]
@PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_set : "Sets team of team_master"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
2: "Only once" : 0
]
target(string) : "Fire when done"
message(string) : "Message Text"
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
y(string) : "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"
]
]
@SolidClass base(Targetname) iconsprite("sprites/game.spr") = game_zone_player : "Player Zone brush"
[
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
]
@PointClass base(gibshooterbase) = gibshooter : "Gib Shooter"
[
m_iBloodColor(choices) : "Blood color" : 0 =
[
-1 : "Don't Bleed"
0 : "Red (human)"
195 : "Yellow (alien)"
]
]
@PointClass base(Targetname) = hud_sprite : "Hud Sprite Display"
[
model(sprite): "Sprite name" : "dmg_poison"
rendercolor(color255) : "Color" : "255 255 255"
spawnflags(flags) =
[
1: "Start on" : 0
]
]
@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
[
texture(decal)
]
@PointClass base(Targetname) iconsprite("sprites/info.spr") = info_alias : "Alias"
[
target(target_destination) : "Reference while On"
netname(string) : "Reference while Off"
mode(string) : "Use Mode, 0= On/Off 1= list mode" : "0"
spawnflags(Flags) =
[
1 : "Start Off" : 0
2 : "Debug Mode" : 0
]
]
@PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) iconsprite("sprites/info.spr") = info_bigmomma : "Big Mamma Node"
[
spawnflags(Flags) =
[
1 : "Run To Node" : 0
2 : "Wait Indefinitely" : 0
]
target(target_destination) : "Next node"
radius(string) : "Radius" : "0"
reachdelay(string) : "Wait after approach" : "0"
killtarget(target_destination) : "KillTarget"
reachtarget(target_destination) : "Fire on approach"
reachsequence(string) : "Sequence on approach" : ""
health(string) : "Health on approach" : ""
presequence(string) : "Sequence before approach" : ""
]
@PointClass size(-8 -8 0, 8 8 32) iconsprite("sprites/info.spr") = info_compile_parameters : "Compile Options"
[
texdata(string) : "Texture Data Memory (in KB)" : "4096"
estimate(choices) : "Estimate Compile Times?" : 0 =
[
0: "Yes"
1: "No"
]
bounce(integer) : "Number of radiosity bounces" : 1
ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0"
smooth(integer) : "Smoothing threshold (in degrees)" : 0
dscale(integer) : "Direct Lighting Scale" : 2
chop(integer) : "Chop Size" : 64
texchop(integer) : "Texture Light Chop Size" : 32
hullfile(string) : "Custom Hullfile"
priority(choices) : "Priority Level" : 0 =
[
0 : "Normal"
1 : "High"
-1 : "Low"
]
wadautodetect(choices) : "Wad Auto Detect" : 0 =
[
0 : "Off"
1 : "On"
]
wadconfig(string) : "Custom Wad Configuration" : ""
verbose(choices) : "Verbose compile messages" : 0 =
[
0 : "Off"
1 : "On"
]
noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 =
[
1 : "Yes"
0 : "No"
]
spawnflags(flags) =
[
1 : "Run CSG" : 1
2 : " No Clip" : 0
4 : " Only Ents" : 0
8 : " No Sky Clip" : 0
32 : "Run BSP" : 1
64 : " Leak Only" : 0
128 : " No Clip" : 0
256 : "Run VIS" : 1
512 : " Fast " : 0
2048 : "Run RAD" : 1
4096 : " Sparse " : 0
8192 : " Circus Mode" : 0
16384 : " Extra Mode " : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/info.spr") = info_group : "Entity Group"
[
target(string) : "Alias to change when fired [LE]"
defaultmember(string) : "Default member prefix"
spawnflags(flags) =
[
2 : "Debug Mode" : 0
]
]
@PointClass base(Target, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) iconsprite("sprites/info.spr") = info_intermission : "Intermission Spot" []
@PointClass base(Targetname, MoveWith) iconsprite("sprites/info.spr") = info_landmark : "Transition Landmark" []
@PointClass base(Targetname) iconsprite("sprites/info.spr") = info_movewith : "Movewith relay"
[
target(string) : "MoveWith when active"
netname(string) : "MoveWith when inactive"
spawnflags(flags) =
[
1 : "Start inactive" : 0
2 : "Blockable" : 0
]
]
@PointClass size(-2 -2 -2, 2 2 2) color(255 255 0) iconsprite("sprites/infonode.spr") = info_node : "ai node" []
@PointClass size(-32 -32 0, 32 32 64) color(255 255 0) iconsprite("sprites/infonode.spr")= info_node_air : "ai air node" []
@PointClass base(Targetname) iconsprite("sprites/info.spr") = info_null : "info_null (spotlight target)" []
@PointClass base(PlayerClass) studio("models/player.mdl") = info_player_coop : "Player cooperative start" []
@PointClass base(PlayerClass, Master, MoveWith) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start"
[
target(target_destination) : "Target"
]
@PointClass base(PlayerClass, MoveWith, Sequence) studio("models/player.mdl") = info_player_start : "Player 1 start"
[
spawnflags(Flags) =
[
1 : "Start with HEV" : 0
]
]
@PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/info.spr") = info_target : "Beam Target"
[
spawnflags(Flags) =
[
1 : "Use null.spr" : 0
]
]
@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass, MoveWith) color(0 255 0) = info_teleport_destination : "Teleport destination" []
@PointClass color(255 128 0) iconsprite("sprites/info.spr") = info_texlights : "Texture Light Config" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_oxygen.mdl")= item_airtank : "Oxygen tank" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_antidote.mdl")= item_antidote : "Poison antidote" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_battery.mdl")= item_battery : "HEV battery"
[
model(string) : "Model (models/w_battery.mdl)"
skin(integer) : "Skin"
body(integer) : "Body"
noise(string) : "Sound (items/gunpickup2.wav)"
armorvalue(integer) : "Charge by (0 = normal)"
]
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_flashlight : "FlashLight" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_medkit.mdl")= item_healthkit : "Small Health Kit" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_longjump.mdl")= item_longjump : "Longjump Module" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_security.mdl")= item_security : "Security card" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_suit.mdl")= item_suit : "HEV Suit"
[
spawnflags(Flags) =
[
1 : "Short Logon" : 0
]
]
@PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Light, ZhltLights) = light : "Invisible lightsource"
[
target(string) : "Target to shine at"
firetarget(string) : "Target to trigger"
spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
]
@PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Targetname, MoveWith) = light_glow : "Dynamic Glow"
[
frags(choices) : "Glow Type" : 1 =
[
2: "Brightest"
1: "Flashlight"
0: "None"
]
spawnflags(Flags) =
[
1 : "Initially dark" : 0
2 : "Flare" : 0
]
]
@PointClass base(Angles, ZhltLights) color(255 255 128) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
_diffuse_light(color255) : "Shadow colour" : "255 255 128 200"
]
@PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Target, Light, ZhltLights) = light_spot : "Spotlight"
[
firetarget(string) : "Target to trigger"
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_sky(choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
]
@SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = momentary_door : "Momentary/Continuous door"
[
speed(choices) : "Speed" : 100 =
[
0: "No limit"
]
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding) (1)"
2: "Pneumatic (Sliding) (2)"
3: "Pneumatic (Rolling) (3)"
4: "Vacuum (4)"
5: "Power Hydraulic (5)"
6: "Large Rollers (6)"
7: "Track Door (7)"
8: "Snappy Metal Door (8)"
9: "Squeaky 1 (9)"
10: "Squeaky 2 (10)"
]
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"
]
lip(integer) : "Lip"
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
_minlight(string) : "Minimum light level"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = locus_alias : "Locus System - Entity variable"
[
netname(string) : "Initial value"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_beam : "Locus System - Beam effect"
[
m_iszStart(string) : "Start at (blank = here)" : ""
m_iszEnd(string) : "End at (blank = here)" : "*locus"
impulse(choices) : "Start & End are" : 0 =
[
0: "Entity & Entity [LE LE]"
1: "Entity & Position [LE LP]"
2: "Position & Position [LP LP]"
3: "Position & Direction [LP LV]"
]
m_iszSprite(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
renderamt(integer) : "Brightness (1 - 255)" : 255
rendercolor(color255) : "Color (R G B)" : "255 255 255"
m_iWidth(integer) : "Width" : 10
m_iDistortion(integer) : "Distortion ('noise')" : 0
m_fFrame(integer) : "Start frame" : 0
m_iScrollRate(integer) : "Scroll rate" : 0
m_fDuration(string) : "Duration (0 = unlimited)" : 0
m_fDamage(string) : "Damage amount" : 0
m_iDamageType(choices) : "Damage type" : 0 =
[
0 : "Energy Beam"
1 : "Fracture"
2 : "Blood Loss"
4 : "Lacerations"
8 : "Burning"
16 : "Freezing"
512 : "Internal bleeding"
16384 : "Drowning"
65536 : "Biohazard"
131072 : "Poison (duration)"
262144 : "Radiation"
1048576: "Hazardous chemical"
]
m_iszTargetName(target_source) : "Name of children"
target(target_destination) : "Fire on spawn (locus = child)"
spawnflags(flags) =
[
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Fade Start" : 0
256: "Fade End" : 0
512: "Draw Solid" : 0
1024: "Draw Sine" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_variable : "Locus System - Variable for storing data"
[
m_iszPosition(string) : "Position to record [LP]" : "*locus"
m_iszVelocity(string) : "Velocity to record [LV]" : "*locus"
m_iszRatio(string) : "Ratio to record [LR]" : "*locus"
m_iszTargetname(string) : "Child's name (blank = no child)"
m_iszFireOnSpawn(string) : "Fire on spawn (locus = child)"
m_fDuration(string) : "Removed after time (secs)"
]
@SolidClass base(Targetname, Target, Angles, Master, MoveWith, RenderFields, ZHLTLightKeys) = momentary_rot_button : "Direct wheel control"
[
speed(integer) : "Speed" : 50
axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
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"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
4: "Target at degrees" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/baby.mdl") = monster_baby : "Baby Monster" []
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/booksimon.mdl") = monster_booksimon : "Book Simon"
[
message(string) : "Name of boss healthbar monster"
frags(choices) : "SP/Coop" : 1 =
[
0 : "Coop"
1 : "SP"
]
iuser2(integer) : "Distance before hides" : 50
iuser4(choices) : "Weapon" : 0 =
[
0 : "Shotgun"
1 : "Glock"
2 : "TMP"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/booksimon.mdl") = monster_booksimonsledgehammer : "Book Simon Sledgehammer"
[
message(string) : "Name of boss healthbar monster"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/chainsawguy.mdl") = monster_bosschainsaw : "Chainsaw Boss" []
@PointClass base(Monster) size(-10 -10 0, 10 10 60) studio("models/children.mdl") = monster_child : "Child fag"
[
spawnflags(flags) =
[
8: "Burning" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/slower2.mdl") = monster_crab : "Gay crab" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/crazywoman.mdl") = monster_crazybitch : "Crazy Bitch" []
@PointClass base(Monster) size(-10 -10 0, 10 10 60) studio() = monster_custom : "Custom monster"
[
attacksound1(sound) : "Attack 1 sound" : "common/null.wav"
attacksound2(sound) : "Attack 2 sound" : "common/null.wav"
alertsound1(sound) : "Alert 1 sound" : "common/null.wav"
alertsound2(sound) : "Alert 2 sound" : "common/null.wav"
painsound1(sound) : "Pain 1 sound" : "common/null.wav"
painsound2(sound) : "Pain 2 sound" : "common/null.wav"
deathsound1(sound) : "Death 1 sound" : "common/null.wav"
deathsound2(sound) : "Death 2 sound" : "common/null.wav"
attackhitsound1(sound) : "Body hit 1 sound" : "common/null.wav"
attackhitsound2(sound) : "Body hit 2 sound" : "common/null.wav"
attackhitwallsound1(sound) : "Wall hit 1 sound" : "common/null.wav"
attackhitwallsound2(sound) : "Wall hit 2 sound" : "common/null.wav"
attackmisssound1(sound) : "Attack miss 1 sound" : "common/null.wav"
attackmisssound2(sound) : "Attack miss 2 sound" : "common/null.wav"
iuser1(Integer) : "Attack event 1 dmg" : 10
iuser2(Integer) : "Attack event 2 dmg" : 10
iuser3(Integer) : "Attack event 3 dmg" : 10
fuser1(Choices) : "Hurt by" : 0 =
[
0 : "All"
1 : "Only bullets"
2 : "Only melee"
]
]
@PointClass base(Monster) size(-16 -16 -36, 16 16 36) studio("models/doctor_boss.mdl") = monster_doctorboss : "Doctor boss"
[
target(string) : "Trigger when killed"
message(string) : "Solid Damage Box"
sequence(Choices) : "Animation Sequence (editor)" : 10 =
[
0 : "Idle"
1 : "Box 1 hide"
2 : "Box 1 get up"
3 : "Box 1 shoot"
4 : "Box 1 get back"
5 : "Box 1 to box 2"
6 : "Box 2 hide"
7 : "Box 2 get up"
8 : "Box 2 shoot"
9 : "Box 2 get back"
10 : "Box 2 to box 1"
11 : "Box 2 to box 3"
12 : "Box 3 hide"
13 : "Box 3 get up"
14 : "Box 3 shoot"
15 : "Box 3 get back"
16 : "Box 3 to box 2"
17 : "Box 3 to box 4"
18 : "Box 4 hide"
19 : "Box 4 get up"
20 : "Box 4 shoot"
21 : "Box 4 get back"
22 : "Box 4 to box 3"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/faceless.mdl") = monster_faceless : "Faceless fsdgfsdg" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/twisterv.mdl") = monster_facelessv : "Faceless Valve Head" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/faster.mdl") = monster_faster : "Faster Monster" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/flygare.mdl") = monster_flygare : "Flygare" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" []
@PointClass base(Monster) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
8 : "Head Controller" : 0
16 : "Player model" : 0
32: "Invulnerable" : 0
]
model(studio) : "model"
size(string) : "Size (X Y Z)"
body(Integer) : "Body" : 0
health(Integer) : "Initial Health" : 0
m_bloodColor(choices) : "Blood Color" : 0 =
[
-1 : "Don't Bleed"
0 : "Red (Human)"
195 : "Yellow (Alien)"
]
m_iszGibModel(string) : "Gib Model"
chestnums(choices) : "Has Chest Nums?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_generic_dead : "Generic Dead Body"
[
spawnflags(Flags) =
[
8 : "Player model" : 0
]
netname(string) : "Sequence name"
frags(choices): "Death Type" : 36 =
[
36 : "Just dead"
37 : "Fell backwards"
38 : "Fell forwards"
39 : "Died violently"
66 : "Head shot"
67 : "Chest shot"
68 : "Gut shot"
69 : "Shot in the back"
]
body(Integer) : "Body" : 0
m_bloodColor(choices) : "Blood Color" : 0 =
[
-1 : "Don't Bleed"
0 : "Red (Human)"
195 : "Yellow (Alien)"
]
m_iszGibModel(string) : "Gib Model"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/krypande.mdl") = monster_krypande : "Krypande Monster"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "randigman"
1 : "goretex"
2 : "jeans"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/flygare.mdl") = monster_nerd : "Flying nerd" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/runningcrazy.mdl") = monster_rcrazy : "Running Crazy" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/carcassboss.mdl") = monster_roofboss : "Roof Boss" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/props/blandat/headcrab.mdl") = monster_ruben : "Rubn" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sawcrazy.mdl") = monster_sawcrazy : "Saw crazy" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sewer_boss.mdl") = monster_sewerboss : "Sewer Boss" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sewmo.mdl") = monster_sewmo : "Sewer Monster"
[
spawnflags(Flags) =
[
32 : "Lie in water" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/spitter.mdl") = monster_spitter : "Spitter"
[
target(string) : "Gay to trigger when he appears"
]
@PointClass color(0 200 200) base(Monster) size(-32 -32 0, 32 32 168) = monster_taller : "Taller" []
@PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack"
[
frags(choices) : "When active, count as:" : 11 =
[
0 : "Ignored"
3 : "Scientist"
11: "Barney"
4 : "Human Military"
5 : "Alien Military"
7 : "Other Alien"
8 : "Headcrab"
9 : "Bullsquid"
14 : "Faction A"
15 : "Faction B"
16 : "Faction C"
]
spawnflags(Flags) =
[
1: "Start inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/tenslower2.mdl") = monster_slowerstuck : "Unpro stuck faggot" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/slower.mdl") = monster_slower : "Zombie thing"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "randigman"
1 : "goretex"
2 : "jeans"
]
sequence(Choices) : "Animation Sequence (editor)" : 10 =
[
0 : "idle1"
1 : "turn left"
2 : "turn right"
3 : "flinch small"
4 : "flinch"
5 : "big flinch"
6 : "getup"
7 : "falling"
8 : "attack1"
9 : "attack2"
10 : "walk"
11 : "laflinch"
12 : "raflinch"
13 : "llflinch"
14 : "rlflinch"
15 : "dieheadshot"
16 : "dieheadshot2"
17 : "diesimple"
18 : "dieback"
19 : "dieforward"
20 : "pause"
21 : "bust through wall"
22 : "kick punnch wall"
23 : "bust window"
24 : "soda"
25 : "slide idle"
26 : "slide wall"
27 : "ventclimbidle"
28 : "vent climb"
29 : "deadidle"
30 : "dead wall"
31 : "freaksitdie"
32 : "freaksit"
33 : "eatbodytable"
34 : "eatbody"
35 : "eatbodystand"
36 : "ripdoor"
37 : "pull Scientist"
38 : "eating"
39 : "eat to stand"
40 : "vent z idle"
41 : "vent c1a3"
42 : "haul zombie"
43 : "c2a3 snack getup"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/slower3.mdl") = monster_slower3 : "Zombie thing"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "randigman"
1 : "goretex"
2 : "jeans"
]
sequence(Choices) : "Animation Sequence (editor)" : 10 =
[
0 : "idle1"
1 : "turn left"
2 : "turn right"
3 : "flinch small"
4 : "flinch"
5 : "big flinch"
6 : "getup"
7 : "falling"
8 : "attack1"
9 : "attack2"
10 : "walk"
11 : "laflinch"
12 : "raflinch"
13 : "llflinch"
14 : "rlflinch"
15 : "dieheadshot"
16 : "dieheadshot2"
17 : "diesimple"
18 : "dieback"
19 : "dieforward"
20 : "pause"
21 : "bust through wall"
22 : "kick punnch wall"
23 : "bust window"
24 : "soda"
25 : "slide idle"
26 : "slide wall"
27 : "ventclimbidle"
28 : "vent climb"
29 : "deadidle"
30 : "dead wall"
31 : "freaksitdie"
32 : "freaksit"
33 : "eatbodytable"
34 : "eatbody"
35 : "eatbodystand"
36 : "ripdoor"
37 : "pull Scientist"
38 : "eating"
39 : "eat to stand"
40 : "vent z idle"
41 : "vent c1a3"
42 : "haul zombie"
43 : "c2a3 snack getup"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sawrunner.mdl") = monster_sawrunner : "Chainsaw fag"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "randigman"
1 : "goretex"
2 : "jeans"
]
sequence(Choices) : "Animation Sequence (editor)" : 10 =
[
0 : "idle1"
1 : "turn left"
2 : "turn right"
3 : "flinch small"
4 : "flinch"
5 : "big flinch"
6 : "getup"
7 : "falling"
8 : "attack1"
9 : "attack2"
10 : "walk"
11 : "laflinch"
12 : "raflinch"
13 : "llflinch"
14 : "rlflinch"
15 : "dieheadshot"
16 : "dieheadshot2"
17 : "diesimple"
18 : "dieback"
19 : "dieforward"
20 : "pause"
21 : "bust through wall"
22 : "kick punnch wall"
23 : "bust window"
24 : "soda"
25 : "slide idle"
26 : "slide wall"
27 : "ventclimbidle"
28 : "vent climb"
29 : "deadidle"
30 : "dead wall"
31 : "freaksitdie"
32 : "freaksit"
33 : "eatbodytable"
34 : "eatbody"
35 : "eatbodystand"
36 : "ripdoor"
37 : "pull Scientist"
38 : "eating"
39 : "eat to stand"
40 : "vent z idle"
41 : "vent c1a3"
42 : "haul zombie"
43 : "c2a3 snack getup"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/stranger.mdl") = monster_stranger : "Stranger" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/suicider.mdl") = monster_suicider : "Suicider nerd"
[
iuser1(choices) : "Weapon" : 0 =
[
0 : "Glock"
1 : "P345"
]
fuser1(integer) : "Multiply shoot dmg by"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/watro.mdl") = monster_watro : "Watro" []
@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) studio() = monstermaker : "Monster Maker"
[
monsterbody(integer) : "Body of monster"
model(studio) : "Custom model"
keyscript(String) : "Script (if item_key)"
noise(String) : "Position to place monster at [LP]"
noise1(String) : "Offset from position of monster [LV]"
noise2(String) : "Angles of monster [LV]"
noise3(String) : "Velocity of monster [LV]"
TriggerTarget(String) : "TriggerTarget"
TriggerCondition(Choices) : "Trigger Condition" =
[
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"
]
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(target_source) : "Name of Spawned Monsters"
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "Force fade" : 0
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
16 : "Leave corpses" : 0
32 : "Force Spawn" : 0
64 : "Survival Mode" : 0
1024: "Don't Drop Gun" : 0
]
monstercount(choices) : "Number of Monsters" : -1 =
[
-1 : "Unlimited"
]
delay(string) : "Time between spawns" : "5"
spawndelay(string) : "Delay before release" : "0"
m_imaxlivechildren(integer) : "Max live children" : 5
m_iClass(choices) : "Monsters behave as" : 0 =
[
0 : "Normal"
3 : "Scientist"
11: "Barney"
4 : "Human Military"
1 : "Machine (Human Military)"
5 : "Alien Military"
7 : "Other Alien"
8 : "Headcrab"
9 : "Bullsquid"
14 : "Faction A"
15 : "Faction B"
16 : "Faction C"
]
m_iPlayerReact(choices) : "Monsters reaction to player" : 0 =
[
0 : "Normal"
1 : "Ignore"
2 : "Friendly until hurt"
3 : "Friendly unless provoked"
4 : "Enemy"
]
]
@PointClass base(Targetname) = motion_manager : "Control the movement and direction of an entity"
[
target(target_destination) : "Target to affect [LE]" : "*locus"
m_iszPosition(string) : "Position (blank = no change)"
spawnflags(flags) =
[
1: "Debug" : 0
]
]
@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
[
netname(string) : "Target on turning off"
globalstate(string) : "Global State Master"
]
@PointClass base(Targetname) = multi_alias : "Multi-target alias"
[
m_iMode(choices) : "Mode" : 0 =
[
0: "Normal"
1: "Choose one (weighted)"
2: "% chance for each"
]
]
@PointClass base(Targetname, Master) color(255 128 0) iconsprite("sprites/multimanager.spr") = multi_manager : "MultiTarget Manager"
[
wait(string) : "Time offset"
maxwait(string) : "Max Time offset (Random)"
triggerstate(choices) : "Trigger to send" =
[
0: "Toggle"
1: "On"
2: "Off"
3: "Kill"
4: "Same as input"
]
mode(choices) : "Mode" =
[
0: "Normal (time offset)"
1: "Choose one (weighted)"
2: "% chance for each"
3: "No delay (ordered)"
]
m_iszThreadName(target_source) : "Name of threads"
m_iszLocusThread(string) : "Trigger on spawn (locus = thread)"
spawnflags(Flags) =
[
1 : "Multi-threaded" : 0
4 : "Loop" : 0
8 : "Once only" : 0
16 : "Start on" : 0
32 : "Debug mode" : 0
]
]
@PointClass base(Targetname) = multi_watcher : "State Watcher"
[
m_fLogic(choices) : "Logical test" : 0 =
[
0: "All (AND)"
2: "Not all (NAND)"
1: "At least one (OR)"
3: "None (NOR)"
4: "Exactly one (XOR)"
5: "Any number but one (XNOR)"
]
target(target_destination) : "Entity to notify"
spawnflags(flags) =
[
1: "Send 'Toggle'" : 0
8: "NOT 'On'" : 0
16: "'Off'" : 0
32: "'Turn On'" : 0
64: "'Turn Off'" : 0
128:"'In Use'" : 0
]
]
@PointClass base(Targetname, Angles, MoveWith) size(16 16 16) color(247 181 82) iconsprite("sprites/pathcorner.spr") = path_corner : "Path Corner"
[
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) : "Speed (0 = no change)" : 0
armortype(choices) : "Meaning of 'Speed'" : 0 =
[
0 : "Set new speed"
1 : "Increase speed by"
2 : "Time to next corner"
]
turnspeed(string) : "Turn speed (Y Z X)"
armorvalue(choices) : "Match Angle" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname, Angles, MoveWith) color(159 151 232) size(16 16 16) = path_track : "Train Track Path"
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
target(target_destination) : "Next stop target"
altpath(target_destination) : "Branch Path"
message(target_destination) : "Fire on Pass"
netname(target_destination) : "Fire on dead end"
speed(integer) : "Speed (0 = no change)" : 0
armortype(choices) : "Meaning of 'Speed'" : 0 =
[
0 : "Set current speed"
3 : "Set master speed"
1 : "Increase speed by"
2 : "Time to next corner"
]
turnspeed(string) : "Turn speed (Y Z X)"
frags(choices) : "Meaning of 'Turn Speed'" : 0 =
[
0 : "Set current turn speed"
1 : "Set master turn speed"
2 : "Back to normal"
]
armorvalue(choices) : "Match Angle" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_freeze : "Stop player from moving"
[
delay(string) : "Duration (0 = until retriggered)" : "5"
spawnflags(Flags) =
[
1: "Affect locus" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = 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) = player_weaponstrip : "Strip player's weapons"
[
bullets(choices) : "Take 9mm bullets" : 0 =
[
0: "All"
-2: "All except clips"
-1: "Empty clips only"
-3: "None"
]
magnum(choices) : "Take 357 bullets" : 0 =
[
0: "All"
-2: "All except clip"
-1: "Empty clip only"
-3: "None"
]
shotgun(choices) : "Take shotgun ammo" : 0 =
[
0: "All"
-2: "All except clip"
-1: "Empty clip only"
-3: "None"
]
crossbow(choices) : "Take crossbow bolts" : 0 =
[
0: "All"
-2: "All except clip"
-1: "Empty clip only"
-3: "None"
]
argrenades(choices) : "Take AR grenades" : 0 =
[
0: "All"
-1: "None"
]
rockets(choices) : "Take rockets" : 0 =
[
0: "All"
-2: "All except clip"
-1: "Empty clip only"
-3: "None"
]
uranium(choices) : "Take uranium ammo" : 0 =
[
0: "All"
-2: "All except clips"
-1: "Empty clips only"
-3: "None"
]
satchels(choices) : "Take satchel charges" : 0 =
[
0: "All"
-1: "None"
]
snarks(choices) : "Take snarks" : 0 =
[
0: "All"
-1: "None"
]
tripmines(choices) : "Take tripmines" : 0 =
[
0: "All"
-1: "None"
]
handgrenades(choices) : "Take handgrenades" : 0 =
[
0: "All"
-1: "None"
]
hornetgun(choices) : "Take Hornet Gun" : 0 =
[
0: "Gun & ammo"
-3: "Ammo"
-1: "None"
]
spawnflags(Flags) =
[
1: "Remove suit" : 0
2: "Leave crowbar" : 0
4: "Leave glock" : 0
8: "Leave 357" : 0
16: "Leave mp5" : 0
64: "Leave crossbow" : 0
128: "Leave shotgun" : 0
256: "Leave rpg" : 0
512: "Leave gauss" : 0
1024: "Leave egon" : 0
]
]
@PointClass base(Script) = scripted_action : "Scripted Action"
[
m_iszMoveTarget(string) : "Move target (blank = this) [LE]"
m_fMoveTo(choices) : "Move to Position" : 5 =
[
0 : "No (don't turn)"
1 : "Walk"
2 : "Run"
5 : "No - Only turn"
4 : "Instant move + turn"
6 : "No - Instant turn"
]
m_iszAttack(string) : "Entity to attack (blank = this) [LE]"
m_fTurnType(choices) : "Turn mode" : 1 =
[
0 : "Match Angle"
1 : "Turn to face"
2 : "Don't Turn"
]
m_fAction(choices) : "Action to perform" : 0 =
[
0 : "Ranged Attack"
1 : "Ranged Attack 2"
2 : "Melee Attack"
3 : "Melee Attack 2"
4 : "Special Attack"
5 : "Special Attack 2"
6 : "Reload"
7 : "Jump"
8 : "No action"
]
spawnflags(Flags) =
[
64: "Override AI" : 0
]
]
@PointClass base(Targetname, Targetx, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 0
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 0
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Target Monster (blank for HEV) [LE]"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Name/Class" : "player"
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(ScriptSequence) size(-16 -16 0, 16 16 72) iconsprite("sprites/scriptedsequence.spr") = scripted_sequence : "Scripted Sequence"
[
spawnflags(Flags) =
[
64: "Override AI" : 0
]
]
@PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_tanksequence : "Scripted Tank Sequence"
[
m_iszEntity(string) : "Tank to affect"
m_iTurn(choices) : "Turn to" : 2 =
[
0: "Don't turn"
1: "Match angle"
2: "Face sequence"
3: "Face enemy"
]
m_iszEnemy(string) : "Enemy to face"
m_iShoot(choices) : "Fire gun" : 1 =
[
0: "Don't fire"
1: "Once (at end)"
2: "Constantly"
3: "While facing target"
]
m_iUntil(choices) : "Halt condition" : 1 =
[
0: "None"
1: "Tank faces target"
2: "Enemy dies"
]
target(string) : "Trigger on halt"
m_fDuration(string) : "Time limit (0 = no limit)" : "0"
netname(string) : "Trigger on timeout"
m_iActive(choices) : "Tank state afterwards" : 0 =
[
0: "No change"
1: "Active"
2: "Inactive"
3: "Toggle"
]
m_iControllable(choices) : "Control afterwards" : 0 =
[
0: "No change"
1: "Controllable"
2: "Not Controllable"
3: "Toggle"
]
m_iLaserSpot(choices) : "Laser Spot afterwards" : 0 =
[
0: "No change"
1: "Turn on"
2: "Turn off"
3: "Toggle"
]
spawnflags(flags) =
[
1: "Dump player" : 0
2: "Repeatable" : 0
]
]
@PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_trainsequence : "Scripted Train Sequence"
[
m_iszEntity(string) : "Func_train to affect [LE]"
m_iszDestination(string) : "Destination to head for [LE]"
m_iDirection(choices) : "Train direction" : 4 =
[
4: "Towards destination"
1: "Forwards"
2: "Backwards"
0: "No change"
]
target(string) : "Fire on arrival"
m_fDuration(string) : "Time limit (0 = no limit)" : "0"
netname(string) : "Fire on timeout"
m_iszTerminate(string) : "Fire at end, regardless"
m_iPostDirection(choices) : "Direction afterwards" : 3 =
[
1: "Forwards"
3: "Stop"
]
spawnflags(flags) =
[
2: "Once only" : 0
4: "Skip path" : 0
]
]
@PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = speaker : "Announcement Speaker"
[
preset(choices) :"Announcement Presets" : 0 =
[
0: "None"
1: "C1A0 Announcer"
2: "C1A1 Announcer"
3: "C1A2 Announcer"
4: "C1A3 Announcer"
5: "C1A4 Announcer"
6: "C2A1 Announcer"
7: "C2A2 Announcer"
9: "C2A4 Announcer"
11: "C3A1 Announcer"
12: "C3A2 Announcer"
]
message(string) : "Sentence Group Name"
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
@PointClass base(Targetname) = target_cdaudio : "CD Audio Target"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
message(string) : "File Name"
radius(string) : "Player Radius"
]
@PointClass base(Targetx) iconsprite("sprites/trigger.spr") = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 0
2 : "From Player" : 0
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger to send" : 2 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
3 : "Kill"
]
]
@SolidClass base(Targetname, Master, MoveWith) = trigger_autosave : "AutoSave Trigger" []
@SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_bounce : "Bouncey area"
[
frags(string) : "Factor (0=stop, 1=perfect bounce)" : "0.9"
armorvalue(string) : "Minimum Speed" : "100"
spawnflags(flags) =
[
16: "Truncate Speed" : 0
]
]
@SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_booksimon : "Trigger book simon to appear"
[
message(string) : "Name of info_simon_spawnpoint to spawn him at"
target(string) : "Trigger when spawn Simon"
iuser1(choices) : "Start on" : 0 =
[
0 : "Off"
1 : "On"
]
]
@PointClass base(Targetname, Targetx) color(200 200 200) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
message(string) : "Fire when done"
spawnflags(flags) =
[
1: "Start At Player" : 0
2: "Follow Player" : 0
4: "Freeze Player" : 0
16: "Disable HUD" : 0
32: "Black Bars" : 0
64: "No Cam Movement" : 0
128: "Noise Effect" : 0
256: "TV Frame" : 0
512: "Remove yesno" : 0
1024: "Unskippable" : 0
2048: "Cancel cof_mdlcutscene" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
m_iszViewEntity(string) : "Entity to view from (blank = this)"
zangle(integer) : "Z angle, bitches"
skipmanager(string) : "Name of Skip Manager"
m_sAttachedModel(string) : "Entity to attach to"
m_iAttachment(choices) : "Attachment number" : 0 =
[
-1 : "No attachment (origin)"
]
keepblackbars(choices) : "Keep black bars after camera off" : 0 =
[
0 : "No (Remove bars)"
1 : "Yes (Keep bars)"
]
keepnohud(choices) : "Keep no HUD after camera off" : 0 =
[
0 : "No (Show HUD)"
1 : "Yes (Keep HUD hidden)"
]
iuser2(choices) : "Hide vignette?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio"
[
message(string) : "File Name"
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changealias : "Trigger Change Alias"
[
target(string) : "Alias to affect"
netname(string) : "String to Set"
spawnflags(flags) =
[
1 : "Resolve references" : 0
2 : "Debug Mode" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changecvar : "Change Console Variable"
[
netname(string) : "CVar to change"
message(string) : "Value to set"
armorvalue(string) : "Duration (-1 = until triggered)"
]
@SolidClass = trigger_changelevel : "Trigger: Change level"
[
targetname(string) : "Name"
map(string) : "New map name"
landmark(string) : "Landmark name"
changetarget(target_destination) : "Change Target"
changedelay(string) : "Delay before change target" : "0"
spawnflags(flags) =
[
1: "No Intermission" : 0
2: "USE Only" : 0
4: "Transfer dropped items/weapons" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changetarget : "Trigger Change Target"
[
target(string) : "Entity to affect [LE]"
m_iszNewTarget(string) : "New Target [LE]"
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changevalue : "Change any entity's values"
[
target(string) : "Entity to affect [LE]"
netname(string) : "Keyname to change"
m_iszNewValue(string) : "New value to set"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/trigger.spr") = trigger_cofmobile : "Trigger Cof Mobile SMS"
[
bodynumber(integer) : "Body to change to" : 0
spawnflags(flags) =
[
1 : "No SMS sound" : 0
2 : "Low battery" : 0
]
]
@SolidClass base(Targetname, Master, MoveWith) = trigger_cofteleport : "CoF Teleport"
[
target(string) : "Destination Entity"
spawnflags(flags) =
[
1: "Only Once" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_command : "Console Command"
[
netname(string) : "Command String"
]
@SolidClass base(Targetname, Master, MoveWith, RenderFields) = trigger_coop_changelevel : "Coop changelevel field"
[
]
@SolidClass base(Trigger, MoveWith) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
count(integer) : "Count before activation" : 2
]
@SolidClass base(Targetname, MoveWith) = trigger_endsection : "EndSection Trigger"
[
section(string) : "Section"
spawnflags(flags) =
[
1: "USE Only" : 0
]
]
@SolidClass base(Targetname) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hevcharge : "Trigger charge hev"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
4: "Don't Speak" : 0
]
frags(integer) : "Charge Amount" : 10
delay(string) : "Delay before trigger" : "0"
]
@SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hurt : "Trigger player hurt"
[
spawnflags(flags) =
[
1: "Fire once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"Only when fired" : 0
32:"Only on touch" : 0
]
dmg(integer) : "Damage" : 10
delay(string) : "Delay before trigger" : "0"
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"
]
cangib(choices) : "To gib or not to gib" : 0 =
[
0 : "Normal"
1 : "Always gib"
2 : "Never gib"
]
]
@SolidClass base(Master, MoveWith) = trigger_monsterjump : "Trigger monster jump"
[
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_motion : "Set the position and movement of an entity"
[
target(target_destination) : "Target to affect [LE]"
m_iszPosition(string) : "Position (blank = no change)"
m_iPosMode(choices) : "Meaning of Position" : 0 =
[
0 : "Set new position [LP]"
1 : "Add offset [LV]"
]
m_iszAngles(string) : "Angles (blank = no change)"
m_iAngMode(choices) : "Meaning of Angles" : 0 =
[
0 : "Set new angle [LV]"
1 : "Rotate by [LV]"
2 : "Rotate by (Y Z X)"
]
m_iszVelocity(string) : "Velocity (blank = no change)"
m_iVelMode(choices) : "Meaning of Velocity" : 0 =
[
0 : "Set new velocity [LV]"
1 : "Add to velocity [LV]"
2 : "Rotate velocity by [LV]"
3 : "Rotate velocity (Y Z X)"
]
m_iszAVelocity(string) : "AVelocity (blank = no change)"
m_iAVelMode(choices) : "Meaning of AVelocity" : 0 =
[
0 : "Set new avelocity (Y Z X)"
1 : "Add to avelocity (Y Z X)"
]
spawnflags(flags) =
[
1: "Debug" : 0
]
]
@SolidClass base(Trigger, TriggerCond, MoveWith) = trigger_once : "Trigger: Activate once"
[
message(string) : "Text when triggered"
noise(string) : "Sound when triggered"
iuser1(choices) : "Start on/off" : 0 =
[
0 : "On"
1 : "Off"
]
]
@SolidClass base(trigger_once) = trigger_multiple : "Trigger: Activate multiple"
[
netname(string) : "fire when leave area"
wait(integer) : "Delay before reset" : 10
iuser1(choices) : "Start on/off" : 0 =
[
0 : "On"
1 : "Off"
]
]
@PointClass base(Targetname, Master, MoveWith) iconsprite("sprites/trigger.spr") = trigger_onsight : "Trigger when A sees B"
[
netname(string) : "Looking entity (blank=player)"
message(string) : "Entity/classname to look at"
target(string) : "Fire when seen"
noise(string) : "Fire when no longer seen"
noise1(string) : "Fire on/off (seen/not seen)"
frags(string) : "View range (0=unlimited)" : "512"
max_health(choices) : "Field of view (degrees)" : 90 =
[
-1 : "(-1): Use monster's view"
]
spawnflags(flags) =
[
1: "No LOS check" : 0
2: "Seethru glass" : 0
4: "Check State of 'looker'" : 0
]
]
@SolidClass base(Trigger, MoveWith) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
4: "Only monsters" : 0
]
speed(integer) : "Speed of push" : 40
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_lightstyle : "Trigger Change Lightstyle"
[
target(target_destination) : "Target to affect [LE]"
style(choices) : "New Appearance" : 0 =
[
0 : "On"
13: "Off"
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"
14: "Slow Fade In"
15: "Medium Fade In"
16: "Fast Fade In"
]
pattern(string) : "Custom Appearance"
m_iFade(string) : "Fade time" : 0
m_iWait(string) : "Hold time (-1 = permanent)" : -1
]
@PointClass base(Targetname, Targetx, Master) iconsprite("sprites/trigger.spr") = trigger_relay : "Trigger Relay"
[
m_iszAltTarget(string) : "Target if locked by master"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger to send" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
4: "Kill"
5: "Same as input"
6: "Opposite of input"
7: "Ratio (momentary doors)"
]
value(string) : "Set ratio (blank = no change) [LR]"
]
@PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_rottest : "Trigger RotTest"
[
target(target_destination) : "Marker ent"
netname(target_destination) : "Reference ent"
message(target_destination) : "Hinge ent"
health(integer) : "Distance" : 5
armortype(integer) : "Angle Step" : 30
]
@SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound"
[
target(target_destination) : "Fire when activated"
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
roomtype(choices) : "Room Type" : 0 =
[
0 : "(Disable all filters)"
1 : "Generic (no filters)"
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) iconsprite("sprites/trigger.spr") = trigger_startpatrol : "Trigger Start Patrol"
[
target(string) : "Target monster"
m_iszPath(string) : "Patrol path start"
]
@SolidClass base(Trigger, MoveWith) = trigger_suicide : "Trigger player suicide"
[
iuser1(choices) : "Chance to trigger (1 in x)" : 1 =
[
1: "1 (always)"
]
]
@SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_teleport : "Trigger teleport"
[
target(target_destination) : "Destination entity"
message(target_destination) : "Landmark entity"
noise(target_destination) : "Fire on teleporting"
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
@PointClass base(Targetname) = watcher : "State Watcher"
[
m_iszWatch(string) : "Entity to watch [LE]"
m_fLogic(choices) : "State if entity isn't found" : 0 =
[
0: "On"
1: "Off"
]
target(target_destination) : "Target to notify"
spawnflags(flags) =
[
1: "Send 'Toggle'" : 0
2: "Don't Send On" : 0
4: "Don't Send Off" : 0
8: "NOT 'On'" : 0
16: "'Off'" : 0
32: "'Turn On'" : 0
64: "'Turn Off'" : 0
128:"'In Use'" : 0
]
]
@PointClass base(Targetname) = watcher_count : "Watcher, entity count"
[
noise(string) : "Count entities named..."
impulse(integer) : "Comparison number"
m_iMode(choices) : "Type of comparison" : 0 =
[
0 : "'On' when count = number"
3 : "'On' when count != number"
1 : "'On' when count > number"
5 : "'On' when count >= number"
2 : "'On' when count < number"
4 : "'On' when count <= number"
]
target(string): "Fire on changing state"
netname(string): "Fire on turning on"
message(string): "Fire on turning off"
noise1(string): "Fire when count increases"
noise2(string): "Fire when count decreases"
spawnflags(flags) =
[
1: "Fire at startup" : 0
]
]
@PointClass base(Weapon) = weapon_debug : "Debugger" []
@PointClass size(-16 -16 0, 16 16 64) color(0 128 0) studio("models/w_weaponbox.mdl")= weaponbox : "Weapon/Ammo Container" []
@PointClass base(Weapon, Targetx, RenderFields) = world_items : "World Items"
[
type(choices) :"types" : 42 =
[
42: "Antidote"
43: "Security Card"
44: "Battery"
45: "Suit"
]
]
// CRY OF FEAR ENTITIES
@PointClass base(Ammo, Targetx) studio("models/ammo/ammo_shotshells.mdl") = ammo_shells : "Shotgun Shells" []
@PointClass base(Ammo, Targetx) studio("models/ammo/clip.mdl") = ammo_glock : "Glock Clip" []
@PointClass base(Ammo, Targetx) studio("models/ammo/p345_clip.mdl") = ammo_p345 : "P345 Clip" []
@PointClass base(Ammo, Targetx) studio("models/ammo/ammo_m16.mdl") = ammo_m16 : "M16 Clip" []
@PointClass base(Ammo, Targetx) studio("models/ammo/ammo_revolver.mdl") = ammo_revolver : "Revolver ammo" []
@PointClass base(Ammo, Targetx) studio("models/ammo/ammo_rifle.mdl") = ammo_rifle : "Rifle Clip" []
@PointClass base(Ammo, Targetx) studio("models/ammo/ammo_tmp.mdl") = ammo_tmp : "TMP Clip" []
@PointClass base(Ammo, Targetx) studio("models/ammo/vp70_clip.mdl") = ammo_vp70 : "VP70 Clip" []
@PointClass color(255 255 128) base(Targetname, MoveWith, Angles) = env_dynlight : "Paranoia dynamic light"
[
rendercolor(color255) : "Light Color (R G B)" : "255 255 255"
renderamt(integer) : "Radius" : 256
scale(integer) : "Cone (spotlights)" : 0
rendermode(integer) : "texture (spotlights)" : 0
spawnflags(flags) =
[
1 : "Start off" : 0
]
]
@PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_sky : "3d sky origin"
[
skin(integer) : "Ambinet light hack" : 128
body(integer) : "Direct light hack" : 128
spawnflags(flags) =
[
1 : "Amblight hack" : 0
2 : "Dirlight hack" : 0
]
]
@PointClass size(-8 -8 -8, 8 8 8) color(0 100 160) = envpos_world : "world origin"
[
health(integer) : "Speed factor" : 16
]
@PointClass base(Targetname, Angles, RenderFields) studio() = door_prop : "Door prop"
[
model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
// NEW 1.0
scale(string) : "Scale (1.0 = normal size)"
m_iszSequence_On(string) : "Sequence when on"
m_iAction_On(choices) : "Behaviour when on" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
m_iszSequence_Off(string) : "Sequence when off"
m_iAction_Off(choices) : "Behaviour when off" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
spawnflags(flags) =
[
1: "Initially Off" : 0
2: "Drop to Floor" : 0
4: "Solid" : 0
]
]
@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = door_prop_view : "Door Scene View Pos"
[
message(string) : "Name of model entity to follow"
]
@PointClass size(-8 -8 0, 8 8 16) base(Targetname) = camera : "3D camera"
[
message(string) : "Name of model entity for animation"
]
@PointClass size(-8 -8 0, 8 8 16) base(Targetname, MoveWith) color(200 200 200) = camera_model : "3D camera's model"
[
model(studio) : "Model name"
animation1(string) : "Animation 1"
animation2(string) : "Animation 2"
animation3(string) : "Animation 3"
animation4(string) : "Animation 4"
animation5(string) : "Animation 5"
]
@PointClass base(Targetname, Angles, RenderFields) studio() = prop : "Map prop"
[
model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
// NEW 1.0
scale(string) : "Scale (1.0 = normal size)"
m_iszSequence_On(string) : "Sequence when on"
m_iAction_On(choices) : "Behaviour when on" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
m_iszSequence_Off(string) : "Sequence when off"
m_iAction_Off(choices) : "Behaviour when off" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
spawnflags(flags) =
[
1: "Initially Off" : 0
2: "Drop to Floor" : 0
4: "Solid" : 0
]
]
@SolidClass base(Targetname, Global, RenderFields, Master) = inter_door: "Silent Hill style door"
[
target(target_destination) : "Exit Position"
opensound(sound) : "Door Open Sound"
closesound(sound) : "Door Close Sound"
_minlight(string) : "Minimum light level"
music(sound) : "Music after door closes"
lockedby(string) : "Entity the door is locked by"
lockedmsg(string) : "Locked message"
lockedsnd(sound) : "Locked sound"
unlockedsnd(sound) : "Unlocked sound"
unlockedmsg(string) : "Unlocked message"
propertarget(string) : "Target to fire on open"
useunlock(string) : "Door to unlock when used"
newlevelsnd(sound) : "New level door close sound"
musicfadein(choices) : "Music fade in time" : 2 =
[
-1 : "Instant"
]
musicfadeout(choices) : "Music fade out time" : 2 =
[
-1 : "Instant"
]
silentroom(choices) : "Silent Room" : 0 =
[
0: "No"
1: "Yes"
]
spawnflags(flags) =
[
1: "Keep key after unlock" : 0
2: "Loop gay music" : 0
4: "Start disabled" : 0
]
]
@SolidClass base(Targetname, Global, RenderFields, Master) = inter_door_coop_changelevel: "Coop inter_door"
[
target(string) : "Name of trigger_coop_changelevel"
noise(sound) : "Door Open Sound"
message(string) : "Name of map to change to"
music(string) : "Music4u"
iuser1(choices) : "Looping SHIT" : 0 =
[
0: "No"
1: "Yes"
]
fuser1(integer) : "Fade time" : 0
]
@Pointclass size(-8 -8 0, 8 8 16) base(Targetname, Global, RenderFields) studio("models/coop/door_coop.mdl") = inter_door_coop: "Silent Hill style door"
[
model(studio) : "Custom model"
target(target_destination) : "Exit Position"
opensound(sound) : "Door Open Sound"
closesound(sound) : "Door Close Sound"
_minlight(string) : "Minimum light level"
music(sound) : "Music after door closes"
lockedby(string) : "Entity the door is locked by"
lockedmsg(string) : "Locked message"
lockedsnd(sound) : "Locked sound"
unlockedsnd(sound) : "Unlocked sound"
unlockedmsg(string) : "Unlocked message"
propertarget(string) : "Target to fire on open"
useunlock(string) : "Door to unlock when used"
newlevelsnd(sound) : "New level door close sound"
musicfadein(choices) : "Music fade in time" : 2 =
[
-1 : "Instant"
]
musicfadeout(choices) : "Music fade out time" : 2 =
[
-1 : "Instant"
]
silentroom(choices) : "Silent Room" : 0 =
[
0: "No"
1: "Yes"
]
spawnflags(flags) =
[
1: "Keep key after unlock" : 0
2: "Loop gay music" : 0
4: "Start disabled" : 0
]
]
@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = inter_door_exit : "Door Exit Position" []
@PointClass size(-8 -8 -4, 8 8 4) base(Targetname) = inter_door_disable: "Disable/Enable an inter_door"
[
target(string) : "Name of the door to enable/disable"
frags(choices) : "Enable/Disable door" : 0 =
[
0: "Disable"
1: "Enable"
]
]
@PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio("models/weapons/glock/glock_taclight.mdl") = item_glocktaclight: "Glock taclight" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/items/w_nightvision.mdl")= item_nightvision : "Nightvision" []
@PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio("models/items/phone_battery.mdl") = item_phonebattery: "Phone battery" []
@PointClass size(-16 -16 0, 16 16 36) base(Targetx) studio()= item_key: "Key Item"
[
message(string) : "Name of .txt for the key (eg: testkey.txt)"
model(studio) : "Model (e.g. models/can.mdl)"
spawnflags(flags) =
[
1: "Cassette Tapes" : 0
2: "Hidden package" : 0
]
]
@PointClass size(-8 -8 0, 8 8 16) base(Targetname) studio("models/items/padlock.mdl") = item_padlock : "Padlock gay"
[
message(string) : "Name of camera to look at"
target(string) : "Trigger when unlocked"
]
@PointClass base(MoveWith) studio("models/boat.mdl") = boat : "Boat" []
@PointClass base(MoveWith) = boat_exit : "Boat Exit"
[
message(string) : "Name of place (Asylum dock etc)"
iuser1(integer) : "Set boat X pos"
iuser2(integer) : "Set boat Y pos"
iuser3(integer) : "Set boat Z pos"
iuser4(integer) : "Set boat Y angle"
]
@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, MoveWith) = boat_hide_spot : "Hide player here while using boat" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_addcodenote: "Add a code to the notes"
[
iuser1(choices) : "Code type" : 2 =
[
1: "PC"
2: "Videotape"
3: "Window"
]
]
@SolidClass base(MoveWith, RenderFields) = cof_barshoot : "Shoot bars in the asylum"
[
message(string) : "Name of entity to play voice sounds"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_begingame: "Tell the stats we've started the game"
[
spawnflags(flags) =
[
1: "Doctor mode" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_billboard: "Show a billboard"
[
message(string) : "Name of tga (eg: gustavdahlwelcome)"
noise(sound) : "Noise when triggered"
text(string) : "Message when used"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_blackandwhite: "Greyscale amounts"
[
iuser1(integer) : "Amount - 255 max"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_blur: "Turn on the blur effect"
[
rate(string) : "Blur Rate" : "70"
fade(string) : "Blur Fade" : "0.25"
strength(string) : "Blur Strength" : "1"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_bosshealthbar: "Show a boss healthbar"
[
message(string) : "Name of boss"
emptytga(string) : "Name of empty bar tga"
fulltga(string) : "Name of full bar tga"
]
@PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/props/utomhusd/barrel_new.mdl")= cof_burningbarrel: "Burning Barrel"
[
model(studio) : "Use custom model?"
noise(sound) : "Custom fire sound?"
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_camerazoom: "Camera Zoom Gay"
[
zoomfov(integer) : "FOV" : 30
zoomtime(choices) : "Zoom Speed" : 100 =
[
666 : "Instant"
]
returntime(integer) : "Time until reset"
spawnflags(flags) =
[
1: "Non-instant return" : 0
]
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_closeallvgui: "Close all open VGUI menus" []
@PointClass size(-16 -16 0, 16 16 36) base(Targetname) = cof_changelevel: "Change level"
[
message(string) : "Level name (eg c1a1a)"
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_clothesmenu: "Unlockable clothes menu"
[
cameraent(string) : "Camera entity"
simonent(string) : "Simon entity"
]
@PointClass size(-16 -16 0, 16 16 36) base(Targetname) = cof_chapter: "New chapter message"
[
message(string) : "Chapter name"
noise(sound) : "Text appear sound" : "ambience/new_chapter.wav"
]
@PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/props/inomhusd/cafe_monitor.mdl") = cof_computer : "Bring up the computer GUI for Start"
[
target(string) : "Target when correct user+pass"
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_coopgameover: "Trigger game over in coop" []
@PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn1: "Spawn area for coop character 1"
[
iuser1(choices) : "Enabled/disabled" : 0 =
[
0: "Enabled"
1: "Disabled"
]
]
@PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn2: "Spawn area for coop character 2"
[
iuser1(choices) : "Enabled/disabled" : 0 =
[
0: "Enabled"
1: "Disabled"
]
]
@PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn3: "Spawn area for coop character 3"
[
iuser1(choices) : "Enabled/disabled" : 0 =
[
0: "Enabled"
1: "Disabled"
]
]
@PointClass size(-16 -16 -36, 16 16 36) base(Targetname) = cof_coop_spawn4: "Spawn area for coop character 4"
[
iuser1(choices) : "Enabled/disabled" : 0 =
[
0: "Enabled"
1: "Disabled"
]
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_coop_stats: "Coop stats "
[
message(string) : "Next map to change to"
spawnflags(Flags) =
[
1 : "No credits" : 0
]
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_spawnpointonoff: "Turn a spawn point on/off"
[
message(string) : "Name of spawn point"
iuser1(choices) : "Enable/disable" : 0 =
[
0: "Enable it"
1: "Disable it"
]
spawnflags(Flags) =
[
1 : "Teleport players" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_clearitems : "Remove an item from the inventory, or all"
[
message(string) : "Single item to remove"
spawnflags(Flags) =
[
1 : "Remove ALL" : 0
2 : "All Players" : 0
4 : "Three slots" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_cracker : "Be pro"
[
dmg(integer) : "Damage per trigger"
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_credits: "Trigger the text credits"
[
message(string) : "Custom credits file (conclusions etc)"
iuser1(integer) : "Speed" : 30
spawnflags(Flags) =
[
1 : "Turn off credits" : 0
2 : "Trigger stats" : 0
4 : "Custom credits" : 0
]
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_customiseplayer: "Change coop player models"
[
player1(string) : "Custom plr mdl (1)" : "police1"
player2(string) : "Custom plr mdl (2)" : "police2"
player3(string) : "Custom plr mdl (3)" : "police3"
player4(string) : "Custom plr mdl (4)" : "police4"
sleeve(string) : "Custom sleeve"
fingers(string) : "Custom fingers"
gloves(string) : "Custom gloves"
]
@PointClass size(-16 -16 0, 16 16 16) base(Targetname) studio("models/props/blandat/dead_cat.mdl") = cof_deadcat : "Dead cat" []
@PointClass size(-16 -16 0, 16 16 36) base(Targetname) studio("models/developer_commentary.mdl") = cof_developer_commentary : "Developer commentary"
[
model(studio) : "Use custom model?"
noise(sound) : "Commentary file"
fuser2(integer) : "Length (in secs)" : 5
iuser1(choices) : "Speaker" : 0 =
[
0: "Minuit"
1: "ruMpel"
2: "Sporkeh"
3: "DragonNOR"
4: "BerZerk"
]
message(string) : "Custom speaker"
spawnflags(Flags) =
[
1 : "Always unlocked" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_difficultysettings : "Show the difficulty settings" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_doctorweaponset : "Set the doctor's weapon"
[
iuser1(choices) : "Doctor's Weapon" : 1 =
[
1: "P345"
2: "Revolver"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_doctorweapontrigger : "Trigger something based on what gun the doctor has"
[
target(string) : "Trigger if P345"
message(string) : "Trigger if revolver"
]
@PointClass base(Targetname) size(8 8 8) = cof_document : "Readable Document"
[
page1(string) : "Page 1"
page2(string) : "Page 2"
page3(string) : "Page 3"
page4(string) : "Page 4"
note1(string) : "Txt file Page 1"
note2(string) : "Txt file Page 2"
note3(string) : "Txt file Page 3"
note4(string) : "Txt file Page 4"
turnsound(string) : "Page Turn Sound"
label(string) : "Document title"
]
@SolidClass base(Targetname, RenderFields) = cof_doctorshoot : "Check if we're shooting the doctor"[]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_ending : "Ending choices"
[
iuser1(choices) : "Ending choice" : 0 =
[
0: "Killed roof boss"
1: "Given doctor P345"
2: "Delivered package"
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_entityrestore : "Save/Restore dropped entities"
[
impulse(choices) : "Save/Restore items" : 0 =
[
0: "Save items"
1: "Restore items"
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_entteleport : "Teleport an ent" []
@SolidClass base(MoveWith, RenderFields) = cof_fatfuckingcunt : "GAY."
[
message(string) : "Name of entity to kill"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_giveitems: "Give the player a weapon or key, lol"
[
message(string) : "Weapon or key to give. example:(weapon_glock or testkey.txt)"
spawnflags(Flags) =
[
1 : "Key Item" : 0
2 : "Always give" : 0
16: "Weapon Info" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_goodpoints: "Give or take a good point"
[
impulse(choices) : "Add/Remove point" : 0 =
[
0: "Add"
1: "Remove"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_goodpointstrigger: "Trigger something based on the amount of good points"
[
triggerone(string) : "Trigger with only 1 point"
triggertwo(string) : "Trigger with only 2 points"
triggerthree(string) : "Trigger with only 3 points"
triggerfour(string) : "Trigger with only 4 points"
triggerfive(string) : "Trigger with only 5 points"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_greyfade: "Fade the grey in/out"
[
iuser1(choices) : "Fade from/to grey" : 0 =
[
0: "Fade to grey"
1: "Fade from grey"
]
iuser2(choices) : "Custom fade time" : 0 =
[
0 : "Normal time"
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_hint : "Show a hint"
[
message(string) : "Hint to use (eg sprint)"
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/costumes/hoodie.mdl") = cof_hoodie : "Hoodie"
[
model(studio) : "Custom hoodie model"
iuser1(choices) : "Hoodie type" : 0 =
[
0 : "Leatherhoff"
1 : "ModDB"
2 : "Hello Kitty"
3 : "BF3"
4 : "Camo"
5 : "HLC"
6 : "Black Metal"
7 : "Psykskallar"
8 : "Fuck anime"
9 : "Sick Simon"
10 : "Twitcher"
11 : "Page 1 - Pages"
12 : "Page 2 - Ranks"
13 : "Page 3 - Suits"
14 : "Page 4 - Items"
15 : "Page 5 - Weapons"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_interdooronoff: "Lock/Unlock inter_door"
[
message(string) : "Name of inter_door to toggle"
newlockedby(string) : "Custom LockedBy"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_introduction : "Hoodie"
[
iuser1(choices) : "Type" : 0 =
[
0 : "SP"
1 : "Doc"
2 : "Coop"
]
iuser2(choices) : "On/off" : 1 =
[
0 : "Off"
1 : "On"
]
iuser3(choices) : "Troll mod?" : 1 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_inter_door_exitchange: "Change exit position of an inter_door"
[
message(string) : "Name of inter_door"
target(string) : "New inter_door_exit"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad : "Numeric Keypad VGUI"
[
message(string) : "Message when unlocked"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad2 : "Switch to 2nd keypad" []
@PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad3 : "Switch to 3rd keypad" []
@PointClass base(Targetname, Targetx) iconsprite("sprites/env.spr") = cof_keypad4 : "Switch to 4th keypad" []
@PointClass size(-8 -8 0, 8 8 8) base(Targetname) studio() = cof_keypadnew : "3D keypad"
[
iuser1(integer) : "Number"
model(studio) : "Model"
target(string) : "Trigger when unlocked"
noise(sound) : "Sound to precache"
noise2(sound) : "Wrong code sound"
noise3(sound) : "Right code sound"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_killplayer : "Kill the player"
[
spawnflags(Flags) =
[
1 : "No death sound" : 0
2 : "No arm" : 0
4 : "No camera" : 0
8 : "No fade" : 0
16 : "No music" : 0
32 : "No bodydrop" : 0
]
]
@PointClass size(-8 -8 -8, 8 8 8) color(150 150 150) base(Targetname, RenderFxChoices, Targetx, Angles, Sequence) = cof_mdlcutscene: "MDL-based cutscene"
[
model(studio) : "Model name"
animation1(string) : "Animation 1"
animation2(string) : "Animation 2"
animation3(string) : "Animation 3"
animation4(string) : "Animation 4"
animation5(string) : "Animation 5"
animation6(string) : "Animation 6"
animation7(string) : "Animation 7"
animation8(string) : "Animation 8"
animation9(string) : "Animation 9"
animation10(string) : "Animation 10"
animation11(string) : "Animation 11"
animation12(string) : "Animation 12"
animation13(string) : "Animation 13"
animation14(string) : "Animation 14"
animation15(string) : "Animation 15"
animation16(string) : "Animation 16"
animation17(string) : "Animation 17"
animation18(string) : "Animation 18"
animation19(string) : "Animation 19"
animation20(string) : "Animation 20"
animation21(string) : "Animation 21"
animation22(string) : "Animation 22"
animation23(string) : "Animation 23"
animation24(string) : "Animation 24"
animation25(string) : "Animation 25"
animation26(string) : "Animation 26"
animation27(string) : "Animation 27"
animation28(string) : "Animation 28"
animation29(string) : "Animation 29"
animation30(string) : "Animation 30"
message(string) : "Entity to move with"
spawnflags(Flags) =
[
1 : "Freeze player" : 0
2 : "Hide HUD" : 0
4 : "Black bars" : 0
16 : "Cancel after anims" : 0
32 : "Cancel trigger_camera" : 0
64 : "Hide vignette" : 0
]
]
@PointClass size(-16 -16 0, 16 16 72) color(128 0 255) base(Angles) studio() = cof_monster_random_spawn: "Spawn random monsters"
[
model(studio) : "Model name"
targetname(string) : "Group name"
message(string) : "Monster type (monster_slower etc)"
frags(integer) : "Max nerds to spawn"
health(choices) : "Entity to check spawn (1 per group)" : 0 =
[
0: "No"
1: "Yes"
]
spawnflags(Flags) =
[
1 : "Monsterclip" : 0
]
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/items/numeral_plate_left1.mdl") = cof_numeralplate_left : "Numeral Plate Left" []
@PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/items/numeral_plate_right1.mdl") = cof_numeralplate_right : "Numeral Plate Right" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_objective : "Update the objectives"
[
message(string) : "Name of hint to use"
target(string) : "Custom hints file" : "txtfiles/hints.txt"
]
@PointClass base(Angles, RenderFields) studio("models/items/generic_note.mdl") = cof_passwordnote : "User/Password note"
[
usertype(choices) : "Username or Password?" : 0 =
[
0: "Username"
1: "Password"
]
]
@PointClass base(Angles, RenderFields) studio() = cof_pushablevan : "Pushable van"
[
model(studio) : "model"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_phonecall : "Trigger a phone call"
[
target(target_destination) : "Target after call"
subtitlenumber1(integer) : "Subtile line 1" : 0
subtitlenumber2(integer) : "Subtile line 2" : 0
subtitlenumber3(integer) : "Subtile line 3" : 0
subtitlenumber4(integer) : "Subtile line 4" : 0
subtitlenumber5(integer) : "Subtile line 5" : 0
subtitlenumber6(integer) : "Subtile line 6" : 0
subtitlenumber7(integer) : "Subtile line 7" : 0
subtitlenumber8(integer) : "Subtile line 8" : 0
subtitlenumber9(integer) : "Subtile line 9" : 0
subtitlenumber10(integer) : "Subtile line 10" : 0
subtitlenumber11(integer) : "Subtile line 11" : 0
subtitlenumber12(integer) : "Subtile line 12" : 0
subtitlenumber13(integer) : "Subtile line 13" : 0
subtitlenumber14(integer) : "Subtile line 14" : 0
subtitlenumber15(integer) : "Subtile line 15" : 0
subtitlenumber16(integer) : "Subtile line 16" : 0
subtitlenumber17(integer) : "Subtile line 17" : 0
subtitlenumber18(integer) : "Subtile line 18" : 0
subtitlenumber19(integer) : "Subtile line 19" : 0
subtitlenumber20(integer) : "Subtile line 20" : 0
subtitlenumber21(integer) : "Subtile line 21" : 0
subtitlenumber22(integer) : "Subtile line 22" : 0
subtitlenumber23(integer) : "Subtile line 23" : 0
subtitlenumber24(integer) : "Subtile line 24" : 0
subtitlenumber25(integer) : "Subtile line 25" : 0
subtitlenumber26(integer) : "Subtile line 26" : 0
subtitlenumber27(integer) : "Subtile line 27" : 0
subtitlenumber28(integer) : "Subtile line 28" : 0
subtitlenumber29(integer) : "Subtile line 29" : 0
subtitlenumber30(integer) : "Subtile line 30" : 0
subtitlenumber31(integer) : "Subtile line 31" : 0
subtitlenumber32(integer) : "Subtile line 32" : 0
subtitletime1(integer) : "Time until line 1" : 0
subtitletime2(integer) : "Time until line 2" : 0
subtitletime3(integer) : "Time until line 3" : 0
subtitletime4(integer) : "Time until line 4" : 0
subtitletime5(integer) : "Time until line 5" : 0
subtitletime6(integer) : "Time until line 6" : 0
subtitletime7(integer) : "Time until line 7" : 0
subtitletime8(integer) : "Time until line 8" : 0
subtitletime9(integer) : "Time until line 9" : 0
subtitletime10(integer) : "Time until line 10" : 0
subtitletime11(integer) : "Time until line 11" : 0
subtitletime12(integer) : "Time until line 12" : 0
subtitletime13(integer) : "Time until line 13" : 0
subtitletime14(integer) : "Time until line 14" : 0
subtitletime15(integer) : "Time until line 15" : 0
subtitletime16(integer) : "Time until line 16" : 0
subtitletime17(integer) : "Time until line 17" : 0
subtitletime18(integer) : "Time until line 18" : 0
subtitletime19(integer) : "Time until line 19" : 0
subtitletime20(integer) : "Time until line 20" : 0
subtitletime21(integer) : "Time until line 21" : 0
subtitletime22(integer) : "Time until line 22" : 0
subtitletime23(integer) : "Time until line 23" : 0
subtitletime24(integer) : "Time until line 24" : 0
subtitletime25(integer) : "Time until line 25" : 0
subtitletime26(integer) : "Time until line 26" : 0
subtitletime27(integer) : "Time until line 27" : 0
subtitletime28(integer) : "Time until line 28" : 0
subtitletime29(integer) : "Time until line 29" : 0
subtitletime30(integer) : "Time until line 30" : 0
subtitletime31(integer) : "Time until line 31" : 0
subtitletime32(integer) : "Time until line 32" : 0
audiofile(sound) : "Sound (after answered)"
iuser1(choices) : "Call type" : 0 =
[
0: "Incoming"
1: "Outgoing"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_phonedisable : "Disable the phone" []
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_phonetrigger : "Trigger an ent by phone" []
@PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar : "Puzzle Bar"
[
iuser3(choices) : "Start opened?" : 0 =
[
0 : "Opened"
1 : "Closed"
]
]
@PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar2 : "Puzzle Bar 2"
[
iuser3(choices) : "Start opened?" : 0 =
[
0 : "Opened"
1 : "Closed"
]
]
@PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar3 : "Puzzle Bar 3"
[
iuser3(choices) : "Start opened?" : 0 =
[
0 : "Opened"
1 : "Closed"
]
]
@PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar4 : "Puzzle Bar 4"
[
iuser3(choices) : "Start opened?" : 0 =
[
0 : "Opened"
1 : "Closed"
]
]
@PointClass size(-8 -8 0, 8 8 32) base(PlayerClass, Targetname, Targetx) studio("models/props/inomhusd/puzzle_bar.mdl") = cof_puzzlebar5 : "Puzzle Bar 5"
[
iuser3(choices) : "Start opened?" : 0 =
[
0 : "Opened"
1 : "Closed"
]
]
@SolidClass base(RenderFields) = cof_puzzlebarbutton : "Brings up the Puzzle Bar VGUI"
[
message(target_source) : "Name of Camera"
target(target_source) : "Fire when puzzle done"
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_randomtimedspawner: "Randomly spawn a monster somewhere "
[
target(string) : "Monster to spawn"
message(string) : "Name of ents to spawn at (max 16)"
iuser1(integer) : "Minimum time before spawn" : 0
iuser2(integer) : "Maximum time before spawn" : 0
iuser4(choices) : "Max nerds to spawn" : 0 =
[
0 : "Infinite"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_simonspeak : "Make Simon say something"
[
noise(sound) : "Sound to use"
iuser1(choices) : "Audio channel" : 0 =
[
0 : "CHAN_AUTO"
1 : "CHAN_WEAPON"
2 : "CHAN_VOICE"
3 : "CHAN_ITEM"
4 : "CHAN_BODY"
5 : "CHAN_STREAM"
6 : "CHAN_STATIC"
]
fuser1(integer) : "Volume" : 1
]
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = cof_simpletext: "Trigger a text message"
[
message(string) : "Text to display"
iuser1(choices) : "Colour" : 0 =
[
0: "Yellow"
1: "Blue"
2: "Red"
3: "Yellow"
4: "Green"
5: "Grey"
]
spawnflags(Flags) =
[
1 : "All players" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_skipmanager : "Skip manager"
[
entity(string) : "Entity to trigger"
aweapon(string) : "Weapon to give"
bweapon(string) : "Second weapon to give"
cweapon(string) : "Third weapon to give"
aitem(string) : "Item to give"
bitem(string) : "Second item to give"
citem(string) : "Third item to give"
teleport(string) : "Teleport entity"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_slowmotion : "Slow motion trigger"
[
health(string) : "Slow motion speed" : "0.005"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_startdoctormode : "Start doctor mode" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stats : "Stats" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stopwheelchair : "Stop wheelchair mode" [ ]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_strangle : "Strangle Sick Simon"
[
target(string) : "Fire after killing"
message(string) : "Name of boss healthbar monster"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_stresstest : "Starts the video stress test" [ ]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_survivalmode : "Starts survival mode"
[
message(string) : "Trigger when won" : 0
target(string) : "Trigger when all die" : 0
iuser1(integer) : "How long to survive (secs)" : 900
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_updatekeypad : "Get Keypad Number"
[
message(string) : "Name of tortyrscen2.mdl monster" : 0
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telephone: "Trigger the telephone"
[
target(string) : "Trigger after right number dialed" : 0
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope: "Trigger the telescope"
[
message(string) : "Entity to view from"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope_camera: "Trigger the telescope" [ ]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_killmp3 : "Turn off all MP3s"
[
frags(choices) : "Music fade out time" : 0 =
[
0 : "Instant"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_telescope_cancel: "Disable the telescope"
[
message(string) : "Name of cof_telescope to cancel"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_ladderclimb : "Climb up/down a ladder"
[
iuser1(choices) : "Up/down" : 0 =
[
0 : "Up"
1 : "Down"
]
]
@PointClass size(-16 -16 0, 16 16 72) color(150 150 150) base(Targetname, Targetx, Angles, MoveWith, RenderFields, Sequence) = cof_ladder_manager: "Ladder manager"
[
model(studio) : "Model name"
animation1(string) : "Animation 1"
animation2(string) : "Animation 2"
animation3(string) : "Animation 3"
animation4(string) : "Animation 4"
animation5(string) : "Animation 5"
animation6(string) : "Animation 6"
animation7(string) : "Animation 7"
animation8(string) : "Animation 8"
animation9(string) : "Animation 9"
animation10(string) : "Animation 10"
animation11(string) : "Animation 11"
animation12(string) : "Animation 12"
animation13(string) : "Animation 13"
animation14(string) : "Animation 14"
animation15(string) : "Animation 15"
animation16(string) : "Animation 16"
animation17(string) : "Animation 17"
animation18(string) : "Animation 18"
animation19(string) : "Animation 19"
animation20(string) : "Animation 20"
animation21(string) : "Animation 21"
animation22(string) : "Animation 22"
animation23(string) : "Animation 23"
animation24(string) : "Animation 24"
animation25(string) : "Animation 25"
animation26(string) : "Animation 26"
animation27(string) : "Animation 27"
animation28(string) : "Animation 28"
animation29(string) : "Animation 29"
animation30(string) : "Animation 30"
customoff(string) : "Custom Off animation"
customon(string) : "Custom On animation"
customoffd(string) : "Custom Off DESCEND animation"
customond(string) : "Custom On DESCEND animation"
descendoffset(integer) : "Number of units to start descent" : 0
topent(string) : "Entity to end at(top)"
bottoment(string) : "Entity to end at(bottom)"
]
@SolidClass base(Targetname, RenderFields) = cof_ladder_manager_use : "Trigger the ladder manager"
[
spawnflags(Flags) =
[
1 : "Up AND down" : 0
]
target(string) : "Name of cof_ladder_manager"
iuser1(choices) : "Up/Down" : 0 =
[
0 : "Up"
1 : "Down"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_lensflare : "Gay" []
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_leveltrigger : "Trigger an entity when the next level starts"
[
message(string) : "Name of entity to trigger" : 0
map(string) : "Name of map to trigger it on" : 0
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_lobby_start: "Trigger when lobby ends"
[
message(string) : "Name of entity to trigger"
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_logo : "Display the CoF Logo"
[
frags(choices) : "Logo or Name" : 0 =
[
0 : "CoF Logo"
1 : "Andreas"
2 : "James"
3 : "Jordy"
4 : "Stig"
5 : "Lasse"
6 : "Aina"
]
]
@PointClass base(Targetname) = cof_lookat: "Look at this entity's origin for X seconds"
[
fuser1(integer) : "How long to look for (seconds)" : 5
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_maxhealthchange : "Change the player's max health"
[
impulse(choices) : "Max health" : 0 =
[
0 : "100%"
1 : "80%"
2 : "66%"
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_phonecheck : "Trigger something with the phone"
[
impulse(integer) : "Number to call"
noise(sound) : "Play sound when triggered"
iuser1(integer) : "Max distance"
frags(choices) : "Distance based?" : 0 =
[
0 : "Yes"
1 : "No"
]
spawnflags(Flags) =
[
1 : "Infinite use" : 0
2 : "Call from anywhere" : 0
]
]
@PointClass base(Targetname) = cof_playerbreathetoggle : "Trigger player breathing on/off"
[
frags(choices) : "Turn breathing on/off" : 0 =
[
0 : "Off"
1 : "On"
]
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = cof_serversettings : "Show the server settings" []
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_speedchange : "Change the gay speed"
[
speed(integer) : "Speed to set"
]
@PointClass base(Targetname) color(171 211 172) = cof_teleport : "Point Entity Teleport"
[
target(target_destination) : "Teleport Destination"
message(string) : "Name of entity to teleport (blank = player)"
]
@PointClass base(Targetname) size(48 48 48) = cof_trainprop : "Moving train prop"
[
iuser1(choices) : "Direction to go along" : 0 =
[
0 : "X Axis"
1 : "Y Axis"
2 : "Z Axis"
]
iuser3(integer) : "How far to go, in units"
fuser1(integer) : "Speed (units/frame)"
spawnflags(Flags) =
[
1 : "Hill" : 0
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = cof_triggeron : "Trigger on" []
@PointClass base(Targetname) = cof_yesno: "Brings up a yes/no dialogue"
[
spawnflags(Flags) =
[
1 : "Remove weapon/item" : 0
]
message(string) : ".tga to use for panel"
target(target_destination) : "Target (Yes)"
notrigger(target_destination) : "Target (No)"
cvarset(string) : "Cvar to set Yes? (sv_cheats for example)"
cvarvalue(integer) : "Value of cvar to set Yes (1 for example)"
cvarsetno(string) : "Cvar to set No? (sv_cheats for example)"
cvarvalueno(integer) : "Value of cvar to set No (1 for example)"
weaponneed(string) : "Weapon needed to show yes/no (weapon_mobile for example)"
itemneed(string) : "Item needed to show yes/no (inventoryitems/test.txt for example)"
noitemmsg(string) : "Message displayed when don't have weapon/item needed"
]
@PointClass base(Targetname) color(255 128 64) = cof_weaponswitch : "Select a player's weapon"
[
message(string) : "Weapon (eg weapon_mobile)"
]
@PointClass base(Targetname) color(255 128 64) = cof_weapontrigger : "Trigger something if we do/don't have a weapon"
[
message(string) : "Weapon needed (eg weapon_mobile)"
target(string) : "Trigger if we DO have weapon"
noise(string) : "Trigger if we DON'T have weapon"
]
@PointClass base(Targetname) color(128 128 64) = cof_wheelchairmode : "Activate wheelchair mode"
[
message(string) : "Entity to spawn wheelchair at"
]
@PointClass size(-8 -8 0, 8 8 16) base(RenderFields, Targetname) studio() = cutscene_model : "Gay shit for making cutscene models"
[
spawnflags(Flags) =
[
1 : "No anim blend" : 0
]
model(studio) : "Model name"
animation1(string) : "Animation 1"
animation2(string) : "Animation 2"
animation3(string) : "Animation 3"
animation4(string) : "Animation 4"
animation5(string) : "Animation 5"
animation6(string) : "Animation 6"
animation7(string) : "Animation 7"
animation8(string) : "Animation 8"
animation9(string) : "Animation 9"
animation10(string) : "Animation 10"
animation11(string) : "Animation 11"
animation12(string) : "Animation 12"
animation13(string) : "Animation 13"
animation14(string) : "Animation 14"
animation15(string) : "Animation 15"
animation16(string) : "Animation 16"
animation17(string) : "Animation 17"
animation18(string) : "Animation 18"
animation19(string) : "Animation 19"
animation20(string) : "Animation 20"
animation21(string) : "Animation 21"
animation22(string) : "Animation 22"
animation23(string) : "Animation 23"
animation24(string) : "Animation 24"
animation25(string) : "Animation 25"
animation26(string) : "Animation 26"
animation27(string) : "Animation 27"
animation28(string) : "Animation 28"
animation29(string) : "Animation 29"
animation30(string) : "Animation 30"
]
@PointClass base(Targetname) = dripper: "Create drips"
[
fuser1(integer) : "Drip speed" : -250
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_fogfield : "Field of fog"
[
_minlight(string) : "Minimum light level"
axis(choices) : "NOT USED Axis" : -1 =
[
1: "X/Y - Left/right"
2: "Z - Up"
]
spawnflags(Flags) =
[
2 : "Start on" : 0
]
]
@SolidClass base(Targetname) = func_timer : "Gay Timer"
[
iuser1(choices) : "Start or Finish" : 0 =
[
0: "Start timer"
1: "Finish timer"
]
]
@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_trainbutts : "Brush cof_trainprop"
[
iuser1(choices) : "Direction to go along" : 0 =
[
0 : "X Axis"
1 : "Y Axis"
2 : "Z Axis"
]
iuser3(integer) : "How far to go, in units"
fuser1(integer) : "Speed (units/frame)"
]
@PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(128 64 0) iconsprite("sprites/info.spr") = info_roofboss_target : "Roof boss target to fly to sometimes" []
@PointClass size(-32 -32 0, 32 32 72) base(PlayerClass, Targetname) studio("models/camera_player.mdl") = real_camera : "Actually pro"
[
message(string) : "Animation to play when used"
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/eagle.mdl") = statue_eagle : "Eagle statue for statue puzzle"
[
startpos(choices) : "Starting Position" : 0 =
[
0 : "Centre"
1 : "Left"
2 : "Up"
3 : "Right"
4 : "Down"
]
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/horse.mdl") = statue_horse : "Horse statue for statue puzzle"
[
startpos(choices) : "Starting Position" : 0 =
[
0 : "Centre"
1 : "Left"
2 : "Up"
3 : "Right"
4 : "Down"
]
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/lion.mdl") = statue_lion : "Lion statue for statue puzzle"
[
startpos(choices) : "Starting Position" : 0 =
[
0 : "Centre"
1 : "Left"
2 : "Up"
3 : "Right"
4 : "Down"
]
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields, Sequence) studio("models/props/utomhusd/owl.mdl") = statue_owl : "Owl statue for statue puzzle"
[
startpos(choices) : "Starting Position" : 0 =
[
0 : "Centre"
1 : "Left"
2 : "Up"
3 : "Right"
4 : "Down"
]
]
@PointClass base(Targetname, Target) iconsprite("sprites/env.spr") = statue_puzzle_complete : "Fire this when statue puzzle is done"
[]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = subtitle_main : "Subtitle Manager"
[
linenumber(integer) : "Subtitle Line Number" : 1
]
@PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) iconsprite("sprites/info.spr") = subtitle_linechange : "Change and display subtitle_main line"
[
linechange(integer) : "Subtitle line to use" : 1
]
@PointClass base(Targetname) iconsprite("sprites/env.spr") = subtitle_multiple : "Subtitle Line Changer (Multiple)"
[
subtitlenumber1(integer) : "Subtile line 1" : 0
subtitlenumber2(integer) : "Subtile line 2" : 0
subtitlenumber3(integer) : "Subtile line 3" : 0
subtitlenumber4(integer) : "Subtile line 4" : 0
subtitlenumber5(integer) : "Subtile line 5" : 0
subtitlenumber6(integer) : "Subtile line 6" : 0
subtitlenumber7(integer) : "Subtile line 7" : 0
subtitlenumber8(integer) : "Subtile line 8" : 0
subtitlenumber9(integer) : "Subtile line 9" : 0
subtitlenumber10(integer) : "Subtile line 10" : 0
subtitlenumber11(integer) : "Subtile line 11" : 0
subtitlenumber12(integer) : "Subtile line 12" : 0
subtitlenumber13(integer) : "Subtile line 13" : 0
subtitlenumber14(integer) : "Subtile line 14" : 0
subtitlenumber15(integer) : "Subtile line 15" : 0
subtitlenumber16(integer) : "Subtile line 16" : 0
subtitlenumber17(integer) : "Subtile line 17" : 0
subtitlenumber18(integer) : "Subtile line 18" : 0
subtitlenumber19(integer) : "Subtile line 19" : 0
subtitlenumber20(integer) : "Subtile line 20" : 0
subtitlenumber21(integer) : "Subtile line 21" : 0
subtitlenumber22(integer) : "Subtile line 22" : 0
subtitlenumber23(integer) : "Subtile line 23" : 0
subtitlenumber24(integer) : "Subtile line 24" : 0
subtitlenumber25(integer) : "Subtile line 25" : 0
subtitlenumber26(integer) : "Subtile line 26" : 0
subtitlenumber27(integer) : "Subtile line 27" : 0
subtitlenumber28(integer) : "Subtile line 28" : 0
subtitlenumber29(integer) : "Subtile line 29" : 0
subtitlenumber30(integer) : "Subtile line 30" : 0
subtitlenumber31(integer) : "Subtile line 31" : 0
subtitlenumber32(integer) : "Subtile line 32" : 0
subtitletime1(integer) : "Time until line 1" : 0
subtitletime2(integer) : "Time until line 2" : 0
subtitletime3(integer) : "Time until line 3" : 0
subtitletime4(integer) : "Time until line 4" : 0
subtitletime5(integer) : "Time until line 5" : 0
subtitletime6(integer) : "Time until line 6" : 0
subtitletime7(integer) : "Time until line 7" : 0
subtitletime8(integer) : "Time until line 8" : 0
subtitletime9(integer) : "Time until line 9" : 0
subtitletime10(integer) : "Time until line 10" : 0
subtitletime11(integer) : "Time until line 11" : 0
subtitletime12(integer) : "Time until line 12" : 0
subtitletime13(integer) : "Time until line 13" : 0
subtitletime14(integer) : "Time until line 14" : 0
subtitletime15(integer) : "Time until line 15" : 0
subtitletime16(integer) : "Time until line 16" : 0
subtitletime17(integer) : "Time until line 17" : 0
subtitletime18(integer) : "Time until line 18" : 0
subtitletime19(integer) : "Time until line 19" : 0
subtitletime20(integer) : "Time until line 20" : 0
subtitletime21(integer) : "Time until line 21" : 0
subtitletime22(integer) : "Time until line 22" : 0
subtitletime23(integer) : "Time until line 23" : 0
subtitletime24(integer) : "Time until line 24" : 0
subtitletime25(integer) : "Time until line 25" : 0
subtitletime26(integer) : "Time until line 26" : 0
subtitletime27(integer) : "Time until line 27" : 0
subtitletime28(integer) : "Time until line 28" : 0
subtitletime29(integer) : "Time until line 29" : 0
subtitletime30(integer) : "Time until line 30" : 0
subtitletime31(integer) : "Time until line 31" : 0
subtitletime32(integer) : "Time until line 32" : 0
]
@PointClass base(Targetname, Angles, MoveWith, RenderFields) studio("models/tape_recorder.mdl") = tape_recorder : "Tape Recorder for saving"
[
model(studio) : "Different Model?"
message(string) : "Location"
custommsg(string) : "Custom first message"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
spawnflags(flags) =
[
1 : "Alley Recorder" : 0
2 : "Don't drop" : 0
]
]
@SolidClass base(Targetname, RenderFields) = trigger_checkbrush : "Brush equivalent of recb_message"
[
message(string) : "Text to Display"
usesound(sound) : "Sound when used (if wanted)"
checkdelay(integer) : "Minimum time between each +use" : 2
spawnflags(Flags) =
[
1 : "Code msg?" : 0
]
]
@SolidClass base(Targetname, RenderFields, Master) = trigger_statueuse : "Trigger Statue Puzzle"
[
statuetype(choices) : "Statue/Sign Type" : 0 =
[
0 : "Eagle"
1 : "Horse"
2 : "Lion"
3 : "Owl"
4 : "You Are Here"
]
]
@SolidClass base(Targetname, RenderFields) = trigger_subwaywall : "The thing for smashing down the subway"
[
target(string) : "Fire when broken"
noise1(sound) : "Sound when hit" : "ambience/subway_wall_hit.wav"
noise2(sound) : "Sound when breaks" : "ambience/subway_wall_break.wav"
frags(integer) : "Number of hits to break" : 3
message(string) : "Message when used"
]
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/axe/w_axe.mdl")= weapon_axe: "Axe"
[
spawnflags(Flags) =
[
1 : "Ending5b" : 0
]
]
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/booklaser/w_booklaser.mdl")= weapon_booklaser: "Booklaser" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/branch/w_branch.mdl")= weapon_branch: "Branch" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/camera/w_camera.mdl")= weapon_camera: "Camera"
[
spawnflags(Flags) =
[
1 : "Unlockable" : 0
]
]
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/famas/w_famas.mdl")= weapon_famas: "FAMAS" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/flashlight/w_flashlight.mdl")= weapon_flashlight: "Flashlight" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/flare/w_flare.mdl")= weapon_flare: "Flare" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/lantern/w_lantern.mdl")= weapon_lantern: "Lantern" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/m16/w_m16.mdl")= weapon_m16: "M16A2 Rifle" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/mobile/w_mobile.mdl")= weapon_mobile: "Mobile Phone" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/nightstick/w_nightstick.mdl")= weapon_nightstick: "Night Stick" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/p345/w_p345.mdl")= weapon_p345: "P345 Pistol" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/revolver/w_revolver.mdl")= weapon_revolver: "Revolver" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/rifle/w_rifle.mdl")= weapon_rifle: "Hunting Rifle" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/shotgun/w_shotgun.mdl")= weapon_shotgun: "Pump Shotgun" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/sledgehammer/w_sledgehammer.mdl")= weapon_sledgehammer: "Sledgehammer" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/syringe/w_syringe.mdl")= weapon_syringe: "Syringe" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/switchblade/w_switchblade.mdl")= weapon_switchblade: "Switch Blade" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/tmp/w_tmp.mdl")= weapon_tmp: "TMP" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/glock/w_glock.mdl")= weapon_vp70: "VP70" []
@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) studio("models/weapons/glock/w_glock.mdl")= weapon_glock: "Glock 9mm" []
@PointClass base(PlayerClass, MoveWith, Sequence) studio("models/booksimon.mdl") = info_simon_spawnpoint : "Boom Simon spawn point" []
@PointClass base(Targetx) iconsprite("sprites/trigger.spr") = trigger_booksimon : "Trigger Book Simon"
[
message(string) : "Entity to spawn Sick Simon at"
target(string) : "Trigger when Sick Simon spawns"
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher : "Twitcher"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher2 : "Twitcher2"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher3 : "Twitcher3"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_twitcher4 : "Twitcher4"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
]
@PointClass size(-16 -16 0, 16 16 16) base(Targetname) studio("models/items/w_pills.mdl") = aom_pills : "AoM pills" []