Gunman.fgd
See also: Gunman Chronicles (Jack).fgd
// // worldspawn // @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" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New Level Unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] ]// // BaseClasses // @BaseClass = Appearflags [ spawnflags(Flags) = [ 2048 : "Not in Deathmatch" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo [] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass = Item [ nopickupsound(integer) : "No Pickup Sound" : 0 ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Item) = Weapon [] @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" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @BaseClass base(Appearflags) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] @BaseClass base(Target, Targetname, RenderFields) color(0 200 200) = Monster [ TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ] spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 16: "Prisoner" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 ] spawndeadpose(Choices) : "Spawn Dead" : 0 = [ 36 : "Normal Die" 37 : "Backward" 38 : "Forward" 39 : "Violent" 66 : "HeadShot" 67 : "ChestShot" 68 : "GutShot" 69 : "BackShot" ] netname(string) : "Squadname for Squadmonsters" : "" ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ] @BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase [ targetname (target_source) : "Name" // how many pieces to create m_iGibs(integer) : "Number of Gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0" // how fast the gibs are fired m_flVelocity(integer) : "Gib Velocity" : 200 // Course variance m_flVariance(string) : "Course Variance" : "0.15" // Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib Life" : "4" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "255 255 128 200" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 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" ] pattern(string) : "Custom Appearance" ] @BaseClass base(Targetname,Global) = Breakable [ target(target_destination) : "Target on break" health(integer) : "Strength" : 1 material(choices) :"Material type" : 0 = [ 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Mayan Block" 5: "Ice" 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: "item_battery" 2: "item_healthkit" 3: "weapon_fists" 4: "weapon_shotgun" 5: "weapon_SPchemicalgun" 6: "weapon_beamgun" 7: "weapon_minigun" 8: "weapon_dml" 9: "weapon_gausspistol" 10: "ammo_buckshot" 11: "ammo_chemical" 12: "ammo_beamgunclip" 13: "ammo_minigunClip" 14: "ammo_dmlclip" 15: "ammo_gaussclip" 16: "weapon_gausspistol" 17: "entity_clustergod" 18: "cust_2MinigunCooled" 19: "cust_2GaussPistolSniper" 20: "item_armor" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 ] @BaseClass base(Appearflags, Targetname, RenderFields, Global) = Door [ killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power Hydraulic" 6: "Large Rollers" 7: "Track Door" 8: "Snappy Metal Door" 9: "Squeaky 1" 10: "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet Stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal Slide Stop" 7: "Metal Lock Stop" 8: "Snappy Metal Stop" ] wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" target(target_destination) : "Target" delay(integer) : "Delay before fire" netname(string) : "Fire on Close" 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 ] // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" ] @BaseClass base(Targetname, Target, RenderFields, Global) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" 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(string) : "Smoke Sprite" : "" spriteflash(string) : "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" _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" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @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(Target, Targetname) = Trigger [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" master(string) : "Master" sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables": 0 ] ] // // Entities // @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence" [ m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 0 corpse_offset(integer) : "Offset for teleporting" : 0 m_iszAnimMovement(string) : "Movement Animation" : "" m_fMoveTo(Choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Universal Ambient" [ message(sound) : "WAV Name" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1: "Play Everywhere" : 0 2: "Small Radius" : 0 4: "Medium Radius" : 1 8: "Large Radius" : 0 16:"Start Silent":0 32:"Is NOT Looped":0 ] ] // // ammo // @PointClass base(Weapon, Targetx) = ammo_beamgunclip : "BeamGun Ammo" [] @PointClass base(Weapon, Targetx) = ammo_buckshot : "Shotgun Ammo" [] @PointClass base(Weapon, Targetx) = ammo_chemical : "ChemGun Ammo" [] @PointClass base(Weapon, Targetx) = ammo_dmlclip : "DML Ammo Clip" [] @PointClass base(Weapon, Targetx) = ammo_dmlsingle : "DML Ammo Single" [] @PointClass base(Weapon, Targetx) = ammo_gaussclip : "Gauss Pistol Ammo" [] @PointClass base(Weapon, Targetx) = ammo_minigunClip : "MiniGun Ammo" [] @PointClass size( -16 -16 0, 16 16 16) = button_aiwallplug : "AIWallPlug Button" [ target(target_destination) : "Targetted object" spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 256: "Leave Core In: " : 0 ] ] @SolidClass base(Target) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 ] master(string) : "Master" renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] //Cust @PointClass base(Weapon, Targetx) = cust_2GaussPistolSniper : "Sniper Kit" [] @PointClass base(Weapon, Targetx) =cust_2MinigunCooled : "Barrel Cooler Item" [] @PointClass base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [ model(studio) : "model" ] // // cyclers // @PointClass base(Targetname) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler" [ model(studio) : "Model" renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) sprite() = cycler_sprite : "Sprite Cycler" [ model(sprite) : "Sprite" framerate(integer) : "Frames per second" : 10 renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] //Decore @PointClass size( -16 -16 0, 16 16 40) = decore_asteroid : "Asteroid" [ asteroidsize(choices) : "Asteriod type" : 1 = [ 0 : "big asteroid" 1 : "medium asteroid" 2 : "small asteroid" ] ] @PointClass size( -24 -24 -24, 24 24 24) = decore_aicore : "insert AI here"[] @PointClass size( -16 -16 0, 16 16 16) = decore_baboon : "Decoration Hanging Baboon"[] @PointClass size( -16 -16 0, 16 16 40) = decore_bodygib : "Sprawled bitten human body"[] @PointClass size( -16 -16 0, 16 16 40) = decore_butterflyflock : "Spawns a flock of butterflies" [ iFlockSize(integer) : "Number of butterflies" : 10 flFlockRadius(integer) : "RADIUS of Spawning(KEEP SAFE!!)" : 0 ] @PointClass size(-16 -16 0, 16 16 64) = decore_cactus : "Decoration Cactus"[] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 16) = decore_cam : "Decoration Cam"[] @PointClass size( -16 -16 0, 16 16 40) = decore_corpse : "Generic Body/Death Spawn - MIGHT NOT BE FUNCTIONING" [ pose(Choices) : "Pose" : 0 = [ 0 : "On stomach" 1 : "On side" 2 : "On Back" 3 : "Seated" ] creaturetype(choices) : "Monsters Type" : 0 = [ 0 : "Rustbot" 1 : "NOT YET Rustbit" 2 : "NOT YET Gunner" 3 : "NOT YET Beak" 4 : "NOT YET Critter" 5 : "NOT YET Hiveback" 6 : "NOT YET Tube" 7 : "NOT YET Tubeball" 8 : "NOT YET Xenome" 9 : "NOT YET Gator" 10 : "NOT YET Ourano" 11 : "NOT YET Penta" 12 : "NOT YET Raptor" ] ] @PointClass base(Monster) size(-32 -32 -16, 32 32 16)= decore_eagle : "eagle" [] @PointClass base(Targetname, RenderFxChoices, RenderFields) = decore_explodable : "Exploding Gibbing Decore" [ decoremodel(studio) : "Model" : "models/dropship.mdl" decoregib(studio) : "Gib Model" : "models/gunnergibs.mdl" decoreidle(string) : "Idle Anim" : "idle" decoreaction(string) : "Action Anim" : "none" ] @PointClass size(-24 -24 -24, 24 24 24) = decore_foot : "giant scripted dino foot"[] @PointClass base(Monster) size(-10 -10 -12, 10 10 12) = decore_goldskull : "Decoration GoldenSkull"[] @PointClass size(-16 -16 0, 16 16 40) = decore_gutspile : "Discusting Pile of Human"[] @PointClass size(-16 -16 0, 16 16 40) = decore_hatgib : "Bandit hat"[] @PointClass base(Monster) size(-16 -16 0, 16 16 40) = decore_ice : "Decore Ice" [ beakinside (choices) : "W/O Filling" : 0 = [ 0 : "Normal Ice" 1 : "Beak Inside" ] ] @PointClass size(-16 -16 0, 16 16 16) = decore_mushroom : "Decoration Mushroom"[] @PointClass size(-16 -16 0, 16 16 16) = decore_mushroom2 : "Decoration Mushroom2"[] @PointClass size(-32 -32 0, 32 32 16) = decore_nest : "Ourano nest"[] @PointClass size(-16 -16 -16, 16 16 0) = decore_pipes : "Hanging Pipes"[] @PointClass size(-8 -8 0, 8 8 8) = decore_prickle: "Decoration Prickle"[] @PointClass base(Monster) size(-32 -32 -16, 32 32 16) = decore_pteradon : "Pteradon"[] @PointClass size( -32 -32 0, 32 32 64) = decore_sittingtubemortar : "TubeMortar Standing"[] @PointClass size(-48 -48 -16, 48 48 16) = decore_scripted_boulder : "Scripted boulder(mayan)"[] @PointClass base(Targetname,Target) = decore_spacedebris: "SpaceDebris" [ modelname(string) : "Model" : "" forwardspeed(string) : "Speed" : "100" anglespeed(string) : "SpinSpeed" : "100" debrislife(string) : "Life" : "10" ] @PointClass size(-16 -16 0, 16 16 64) = decore_swampplants : "Decoration SwampPlants" [ body (Choices) : "Plant Type" : 0 = [ 0 : "Leafy" 1 : "Stalky" 2 : "3 Lily" 3 : "1 Lily w/flower" 4 : "1 lily" 5 : "1 lily smaller" ] ] @PointClass size(-8 -8 -8, 8 8 16) = decore_torch : "Torch with a Flame"[] @PointClass size(-4 -4 -8, 4 4 16) = decore_torchflame : "Flame Like Torch Flame"[] @PointClass base(Targetname) size(-4 -4 -4, 4 4 8) = demoman_mine : "Demoman Proximity Mine"[] @PointClass size(-16 -16 0, 16 16 16) = entity_clustergod : "Spawns Cluster Grenades"[] @PointClass base(Targetname,Target) = entity_digitgod : "Digit God" [ maxdamage(integer) : "Max Damage Before Use" : 500 ] @PointClass base(Targetname) sprite() = entity_spritegod : "SpriteSpray" [ spritename(sprite) : "Sprite" : "" spritenoise(integer) : "Noise" : 50 spritespeed(integer) : "Speed" : 100 spritestartstate(choices) : "Start State" : 1 = [ 0: "Off" 1: "On" ] spritecount(integer) : "NumberPerSpray" : 1 spritefreq(integer) : "Frequence-dividedBy10" : 5 spritex(integer) : "x Direction" : 0 spritey(integer) : "y Direction" : 0 spritez(integer) : "z Direction" : 0 targetent(target_destination) : "Target" : "" ] @PointClass size(-4 -4 -4, 4 4 4) = entity_volcanoSpew : "Volcano Eruption"[] // // Environmental effects // @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Shade Start" : 0 256: "Shade End" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [ 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) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @PointClass base(Targetname) size(-16 -16 0, 16 16 16) = env_clusterExplosion: "Cluster Grenade Spawn" [ clusterDamage(integer) : "Damage of Cluster Grenades" : 40 numGrenades(integer) : "Number of grenades" : 4 spawnflags(flags) = [ 2 : "Repeatable" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" [ iMagnitude(Integer) : "Magnitude" : 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) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 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) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" [ spawnflags(flags) = [ 1: "Reverse" : 0 ] ] @PointClass base(Targetname) color(255 255 128) = env_global : "Global State" [ globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger Mode" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] @PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ] @PointClass base(Targetname, Target) = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" messagevolume(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, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [ spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) = 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(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @PointClass = env_sound : "DSP Sound" [ radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Breakable, RenderFields) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256: "Instant Crowbar" : 1 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,Targetname, Target, RenderFields) = func_button : "Button" [ speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 11: "Buzz Off" 14: "Lightswitch" ] wait(integer) : "delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 ] locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" 14: "Lightswitch" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,RenderFields, Targetname) = 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(Door) = func_door : "Basic door" [] @SolidClass base(Door) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @SolidClass base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, RenderFields, Global) = func_guntarget : "Moving platform" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Global, RenderFields) = func_healthcharger: "Wall health recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, RenderFields) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname) = func_ladder : "Ladder" [] @SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" [] @SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Global,Appearflags, Targetname, RenderFields) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 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" ] @SolidClass base(Targetname,Global,RenderFields, 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, Global, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform" [ spawnflags(Flags) = [ 1: "Toggle" : 1 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" _minlight(string) : "Minimum light level" ] @SolidClass base(Breakable, RenderFields) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields) = func_rot_button : "RotatingButton" [ target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 21 = [ 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] wait(choices) : "Delay before reset" : 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 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256:"Touch Activates": 0 ] _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @SolidClass base(Targetname, Global, RenderFields) = func_rotating : "Rotating Object" [ speed(integer) : "Rotation Speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [ 0 : "No Sound" 1 : "Fast Whine" 2 : "Slow Rush" 3 : "Medium Rickety" 4 : "Fast Beating" 5 : "Slow Smooth" ] message(sound) : "WAV Name" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 1 ] _minlight(integer) : "_minlight" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] @SolidClass base(BaseTank) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass base(BaseTank) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank) = func_tanklaserrust : "Rust Eye Laser" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Trackchange) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields) = func_tracktrain : "Track Train" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ] target(target_destination) : "First stop target" sounds(choices) : "Sound" : 0 = [ 0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" _minlight(string) : "Minimum light level" ] @SolidClass = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, Global, RenderFields) = func_train : "Moving platform" [ target(target_source) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 8 : "Not solid" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Appearflags, RenderFields, 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(Door) = 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" : "3.2" ] @PointClass = func_wind : "Wind creator entity (see leaf doc for more info) DEFAULT VALUES ARE NOT TESTED AND TO BE CHANGED" [ minamp(string) : "Minimum amplitude of the wind " : "1" maxamp(string) : "Maximum amplitude of the wind" : "5" minfreq(string) : "Minimum frequency of wind speed changes" : "1" maxfreq(string) : "Maximum frequency of wind speed changes" : "5" dir_x(string) : "Direction of the wind (X component)" : "1" dir_y(string) : "Direction of the wind (Y component)" : "1" dir_z(string) : "Direction of the wind (Z component)" : "1" ] // // game entities (requires Half-Life 1.0.0.9) // @PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 1 ] master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" frags(integer) : "New Value" : 10 ] @PointClass base(Targetname) = game_end : "End this multiplayer game" [ master(string) : "Master" ] @PointClass base(Targetname) = game_player_equip : "Initial player equipment" [ spawnflags(flags) = [ 1: "Use Only" : 0 ] master(string) : "Team Master" ] @PointClass base(Targetname) = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname) = 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" master(string) : "Master" ] @PointClass base(Targetname) = game_score : "Award/Deduct Points" [ spawnflags(flags) = [ 1: "Allow Negative" : 0 2: "Team Points" : 0 ] points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname, Target) = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "All Players" : 0 ] 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" ] master(string) : "Master" ] @SolidClass base(Targetname) = 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" // master(string) : "Master" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = gunman_cycler : "Gunman Cycler" [ model(studio) : "model" cyc_submodel1(integer) : "Body1" : 1 cyc_submodel2(integer) : "Body2" : 1 cyc_submodel3(integer) : "Body3" : 1 ] @PointClass base(Targetname) = hologram_beak : "Hologram Beak" [ creaturetype(choices) : "CreatureType" : 0 = [ 0 : "Beak" 1 : "Tube" 2 : "MicroRaptor" ] targetfail(target_source) : "Failname" ] @PointClass base(Targetname,Target) = hologram_damage : "Hologram Damage" [ damagetype(choices) : "Damage Type" : 0 = [ 0 : "gauss-pulse" 1 : "gauss-charged" 2 : "gauss-rapid" 3 : "gauss-sniper" 4 : "generic-bullet" 5 : "chemgun acid damage" 6 : "chemgun base damage" 7 : "chemgun explosive damage" 8 : "chemgun smoke damage" ] targetfail(target_source) : "Failname" creaturetype(choices) : "CreatureType" : 0 = [ 0 : "Beak" 1 : "Tube" 2 : "MicroRaptor" ] ] // // info entities // @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass base(Target) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] @PointClass base(Targetname) = info_landmark : "Transition Landmark" [] @PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" [] @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" [] @PointClass base(Targetname) = info_null : "info_null (spotlight target)" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] // // items // @PointClass base(Item) size (-16 -16 0, 16 16 36) = item_armor : "Armor Jacket" [] @PointClass base(Item) size (-16 -16 0, 16 16 36) = item_gascan : "Gas for the Tank" [] @PointClass base(Item) size (-16 -16 0, 16 16 36) = item_healthkit : "Small Health Kit" [] // // lights // @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 128 200" _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 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" ] pattern(string) : "Custom Appearance" ] @PointClass iconsprite("sprites/sun.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ] @SolidClass base(Door) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = meteor_god : "Meteor God" [ typestreak(integer) : "Ratio of Streakers" : 1 typelarge(integer) : "Ratio of Large Meteors" : 1 typesmall(integer) : "Ratio of Small Meteors" : 1 dropsizex(string) : "Half X Distance" : "0" dropsizey(string) : "Half Y Distance" : "0" mindropfreq(string) : "Min Drop Frequency in Seconds" : "1" maxdropfreq(string) : "Max Drop Frequency in Seconds" : "5" pitch(string): "Pitch" : "-90" debris(choices) : "Debris Dropped" : 1 = [ 1 : "No Debris" 2 : "Debris" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = meteor_target : "Target Meteor" [ pitch(string) : "Pitch" : "-90" heightabove(string) : "Height Above" : "4096" type(choices) : "Meteor Type" : 2 = [ 0 : "Streak" 1 : "Small" 2 : "Large" ] ] @SolidClass base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control" [ target(target_destination) : "Targetted object" speed(integer) : "Speed" : 50 master(string) : "Master" 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 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" ] // // monsters // //Monsters @PointClass base(Monster) size(-16 -16 0, 16 16 40) = monster_beak : "Xenome Beak" [] @PointClass base(Monster) size(-4 -4 -4, 4 4 4) = monster_cricket : "Cricket" [ _skin(integer) : "_skin" : 0 ] @PointClass base(Monster) size( -48 -48 0, 48 48 64 ) = monster_critter : "Xenome Critter" [] @PointClass base(Monster) size(-12 -12 -12, 12 12 12) = monster_darttrap : "DartTrapShooter" [ dartcount(integer) : "Darts to fire(-1 is infinite)" : -1 timebetweenshots(string) : "Frequency of firing" : "0.1" spread(integer) : "spread in degrees" : 10 ] @PointClass base(Monster) size(-5 -5 0, 5 5 2) = monster_dragonfly : "Dragon Fly" [] @PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_flashlight : "Monster With Flashlight" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 32 : "Point entity" : 0 ] model(studio) : "model" body(Integer) : "Body" : 0 ] @PointClass base(Monster) size(-48 -48 0, 48 48 300) = monster_endboss : "Monster EndBoss" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [ model(studio) : "model" ] @PointClass base(Monster) size(-35 -35 -48, 35 35 -35) = monster_gator : "Animal Gator" [] @PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 32 : "Point entity" : 0 ] model(studio) : "model" body(Integer) : "Body" : 0 ] @PointClass base(Monster) size(-32 -32 0, 32 32 150) = monster_gunner_friendly : "Monster Gunner Friendly"[] @PointClass base(Monster) size(-25 -25 -20, 1 1 2) = monster_hatchetfish : "Hatchetfish" [ skin(choices) : "Skin" : 0 = [ 0: "Light" 1: "Dark" ] ] @PointClass base(Monster) size(-50 -50 -45, 50 50 50) = monster_hiveback : "Xenome Hiveback" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_bandit : "Human Bandit" [ StartDrawn(Choices) : "Gun Drawn" : 1 = [ 2 : "No" 1 : "Yes" ] MechaGunBandit(Choices) : "Is a MechBandit" : 0 = [ 0 : "No" 1 : "Yes" ] body(Choices) : "Head" : 0 = [ 0 : "Random" 1 : "Original" 2 : "Bandana" 3 : "Tail" 4 : "Pilot" 5 : "!!Headless!!" ] ] @PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_human_chopper : "bandit chopper" [ spawnflags(Flags) = [ 8 : "NoWreckage" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_demoman : "Human Demoman" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_gunman : "Human Gunman Friendly" [ healthvalue(integer) : "Heath" : 100 gunstate(Choices) : "Gun state" : 1 = [ 1 : "Drawn" 2 : "None" ] gn_answer(string) : "Answer Group" : "" gn_question(string) : "Question Group" : "" gn_idle(string) : "Idle Talk Group" : "" gn_stare(string) : "Player Staring at me Group" : "" gn_use(string) : "Player Used Me Group" : "" gn_unuse(string) : "Player Used Me Again" : "" gn_stop(string) : "Can't Do it" : "" gn_noshoot(string) : "Friendly, Don't shoot Group" : "GN_DONTSHOOT" gn_hello(string) : "Hello Player Group" : "" gn_plhurt1(string) : "You are Very Hurt Group" : "" gn_plhurt2(string) : "You are Pretty Hurt Group" : "" gn_plhurt3(string) : "You are Hurt a Bit Group" : "" gn_phello(string) : "Predisaster Hello Group" : "" gn_pidle(string) : "Predisaster Idle Group" : "" gn_pquestion(string) : "Predisaster Question Group" : "" gn_smell(string) : "Talk About Smell Group" : "" gn_wound(string) : "I was hurt Group" : "" gn_mortal(string) : "I was Very Hurt Group" : "" gn_kill(string) : "I just killed something Group" : "" gn_attack(string) : "I see one! Group" : "" ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_scientist : "Human Evil Scientist" [ skin(Choices) : "Suit Color" : 0 = [ 0 : "White Suit" 1 : "Red Suit" 2 : "Bloody" ] ] @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_unarmed : "Unarmed Gunman" [ gunstate(Choices) : "Gun state" : 0 = [ 0 : "Holstered" 1 : "Drawn" 2 : "None" ] gn_answer(string) : "Answer Group" : "" gn_question(string) : "Question Group" : "" gn_idle(string) : "Idle Talk Group" : "" gn_stare(string) : "Player Staring at me Group" : "" gn_use(string) : "Player Used Me Group" : "" gn_unuse(string) : "Player Used Me Again" : "" gn_stop(string) : "Can't Do it" : "" gn_noshoot(string) : "Friendly, Don't shoot Group" : "GN_DONTSHOOT" gn_hello(string) : "Hello Player Group" : "" gn_plhurt1(string) : "You are Very Hurt Group" : "" gn_plhurt2(string) : "You are Pretty Hurt Group" : "" gn_plhurt3(string) : "You are Hurt a Bit Group" : "" gn_phello(string) : "Predisaster Hello Group" : "" gn_pidle(string) : "Predisaster Idle Group" : "" gn_pquestion(string) : "Predisaster Question Group" : "" gn_smell(string) : "Talk About Smell Group" : "" gn_wound(string) : "I was hurt Group" : "" gn_mortal(string) : "I was Very Hurt Group" : "" gn_kill(string) : "I just killed something Group" : "" gn_attack(string) : "I see one! Group" : "" ] @PointClass base(Monster) size(-24 -24 0, 24 24 36) = monster_largescorpion : "Animal Large Scorpion" [ _skin(integer) : "_skin" : 0 ] @PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_tank : "Scripted Tank" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 32 : "Point entity" : 0 ] ] @PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_manta : "Manta ship script bombs" [] @PointClass base(Monster) size(-16 -16 -16, 16 16 16) = monster_microraptor : "Small raptor" [] @PointClass base(Monster) size(-40 -40 -5, 40 40 60) = monster_ourano : "Animal Ourano" [] @PointClass base(Monster) size(-70 -70 -40, 70 70 60) = monster_penta : "Animal Pentaceratops" [] @PointClass base(Monster) size(-32 -32 -45, 32 32 20) = monster_raptor : "Animal Raptor" [ skin(choices) : "Skin" : 0 = [ 0: "Green" 1: "Red" ] ] @PointClass base(Monster) size(-16 -16 -16, 16 16 16) = monster_rustbattery: "Rust Rustbattery" [] @PointClass base(Monster) size(-36 -36 -5, 36 36 40) = monster_rustbit : "Rust Rustbit" [] @PointClass base(Monster) size(-36 -36 -5, 36 36 40) = monster_rustbit_friendly : "Friendly Rust Rustbit"[] @PointClass base(Monster) size(-36 -36 -16, 36 36 48) = monster_rustbot : "Rust Rustbot" [] @PointClass base(Monster) size(-36 -36 -16, 36 36 48) = monster_rustbot_friendly : "Friendly Rust Rustbot"[] @PointClass base(Monster) size(-64 -64 0, 64 64 64) = monster_rustflier : "Rust Flier" [ // Allow the mapper to set the shield status startshieldstate(Choices) : "Starting state of Shield" : 1 = [ 0 : "Off" 1 : "On" ] targetdamage(string) : "Target and die when this damage is taken at once" : "10000" deathpath(string) : "Name of path to fly to when killed" : "" timetillcrash(string) : "Time till we want to reach death point" : "10" deathangle(string) : "Angle be at when we reach deathpath" : "0 0 0" triggerondeath(string) : "Triggered when killed" : "" ] @PointClass base(Monster) size(-45 -45 0, 45 45 140) = monster_rustgunr : "Rust Gunner" [] @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist" [ knife(integer) : "Knife" : 0 skin(Choices) : "Suit Color" : 0 = [ 0 : "White Suit" 1 : "Red Suit" 2 : "Bloody" ] clearvoice(Choices) : "Clear Voice Channel On Scared" : 0 = [ 0 : "Don't clear channels" 1 : "Clear on scared" ] blocksound(Choices) : "Responds to sounds" : 0 = [ 0 : "Normal Sound Response" 1 : "No Sound Response" ] body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Young" 1 : "Bald" 2 : "Beard" 3 : "Mask" ] sc_answer(string) : "Answer Group" : "" sc_question(string) : "Question Group" : "" sc_idle(string) : "Idle Talk Group" : "" sc_stare(string) : "Player Staring at me Group" : "" sc_use(string) : "Player Used Me Group" : "" sc_unuse(string) : "Player Used Me Again" : "" sc_stop(string) : "Can't Do it" : "" sc_noshoot(string) : "Don't shoot Group" : "SC_DONTSHOOT" sc_hello(string) : "Hello Player Group" : "" sc_plhurt1(string) : "You are Very Hurt Group" : "" sc_plhurt2(string) : "You are Pretty Hurt Group" : "" sc_plhurt3(string) : "You are Hurt a Bit Group" : "" sc_phello(string) : "Predisaster Hello Group" : "" sc_pidle(string) : "Predisaster Idle Group" : "" sc_pquestion(string) : "Predisaster Question Group" : "" sc_smell(string) : "Talk About Smell Group" : "" sc_wound(string) : "I was hurt Group" : "" sc_mortal(string) : "I was Very Hurt Group" : "" sc_kill(string) : "I just killed something Group" : "" sc_attack(string) : "I see one! Group" : "" ] @PointClass base(Monster, Angles) size(-32 -32 0, 32 32 64) = monster_sentry : "Sentry Turret Gun" [ spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Angles) size(-16 -16 0, 16 16 32) = monster_sentry_mini : "Small Sentry Turret Gun" [ spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Young" 1 : "Bald" 2 : "Beard" 3 : "Mask" ] ] @PointClass base(Monster) size(-12 -12 0, 12 12 24) = monster_scorpion : "Animal Scorpion" [ _skin(integer) : "_skin" : 0 ] @PointClass base(Monster) size(-12 -12 -12, 12 12 12) = monster_targetrocket : "On Targeting, FireRocketAtTarget"[] @PointClass base(Monster) size(-16 -16 0, 16 16 40) = monster_trainingbot : "Training bot" [ spawnflags(Flags) = [ 1024 : "No Distortion Rings" : 0 ] ] @PointClass base(Monster) size(-32 -32 -28, 32 32 24) = monster_tube : "Xenome Tube" [] @PointClass base(Monster) size( -12 -12 -16, 12 12 24) = monster_tube_embryo : "TubeEmbryo"[] @PointClass base(Monster) size(-32 -32 0, 32 32 50) = monster_xenome : "Xenome Xenome" [] @PointClass base(Monster) size( -6 -6 -6, 6 6 12) = monster_xenome_embryo : "XenomeEmbryo"[] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker" [ target(string) : "Target On Release" monstertype(string) : "Monster Type" netname(string) : "Childrens' Name" spawnflags(Flags) = [ 1 : "Start ON" : 0 // 2 : "PVS On/Off" : 0 // not implemented 4 : "Cyclic" : 0 8 : "MonsterClip" : 0 16: "Warp In Effect" : 0 32: "Dont Fall to Ground" : 0 ] // how many monsters the monstermaker can create (-1 = unlimited) monstercount(integer) : "Number of Monsters" : -1 // if delay is -1, new monster will be made when last monster dies. // else, delay is how often (seconds) a new monster will be dookied out. delay(string) : "Frequency" : "5" // maximum number of live children allowed at one time. (New ones will not be made until one dies) // -1 no limit m_imaxlivechildren(integer) : "Max live children" : 5 // give the mappers a way of sying directly if a monster fades or not fadestatus(Choices) : "Fade on Death" : -1 = [ -1 : "Default Handling" 0 : "Dont Fade" 1 : "Fade" ] // skin option for setting childrens skin _skin(integer) : "Childrens Skin" : 0 ] @PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager" [ spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" [ globalstate(string) : "Global State Master" ] @PointClass base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop" [ spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 yaw_speed(integer) : "New Train rot. Speed" : 0 angles(string) : "X Y Z angles" ] @PointClass base(Targetname) 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 16: "Teleport" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" altpath(target_destination) : "Branch Path" netname(target_destination) : "Fire on dead end" speed(integer) : "New Train Speed" : 0 ] // // player effects // @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_giveitems : "give player weapons" [ spawnflags(Flags) = [ 1: "Fists" : 0 2: "Pistol" : 0 4: "Sniper" : 0 8: "Shotgun" : 0 16: "Mechagun" : 0 32: "Coolers" : 0 64: "Beamgun" : 0 128: "Dml" : 0 256: "Chemgun" : 0 512: "Aicore" : 0 1024: "Armor" : 0 2048: "Healthkit1" : 0 4096: "Healthkit2" : 0 8192: "Healthkit3" : 0 16384: "Healthkit4" : 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_speaker : "Player Speaker" [ sentencegroup(string) : "Name of group to play" : "!GENERAL1" sentencelength(string) : "Length of sentence" : "5.0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_togglehud : "Player Toggle Hud"[] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] @PointClass iconsprite("sprites/speaker.spr") = random_speaker : "Random Time Wav Player" [ rsnoise(sound) : "Path/filename.wav of WAV" volume(string) : "Volume (0 to 1)" : "1" wait(string) : "Minimum time for sound repetition" : "10" random(string) : "Random % of this added to wait" : "20" ] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 16) = random_trigger : "Random Trigger" [ start_state(Choices) : "Start State" : 0 = [ 0 : "Off" 1 : "On" ] wait(string) : "Min Random Time" : "5" random_min(string) : "Min Random Time Added" : "5" random_max(string) : "Max Random Time Added" : "10" ] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [ spawnflags(Flags) = [ 1 : "Fire Once" : 1 2 : "Followers Only" : 0 4 : "Interrupt Speech" : 1 8 : "Concurrent" : 0 ] sentence(string) : "Sentence Name" : "" entity(string) : "Speaker Type" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener Type" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" [ m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_iszIdle(string) : "Idle Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 0 m_fMoveTo(choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" 6 : "walk and face player" 7 : "run and face player" 8 : "turn and face player" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 32: "No Interruptions" : 0 64: "Override AI" : 0 128: "No Script Movement" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = 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" // 8: "C2A3 Announcer" 9: "C2A4 Announcer" // 10: "C2A5 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) = sphere_explosion : "Exposion Effect Entity" [ maxradius(string) : "Length of Effect" : "200" radiusstep(integer) : "Speed of Expansion" : 4 trans(integer) : "Starting transparency of sphere" : 255 transstep(integer) : "Speed of Fade out" : 5 numtracers(choices) : "Tracers" : 1 = [ 0 : "No tracers" 1 : "15 tracers" ] shockwave(choices) : "Ring" : 1 = [ 0 : "No ring" 1 : "ring" ] implosion(choices) : "Implosion" : 0 = [ 0 : "No implosion" 1 : "Imposion" ] shakeduration(integer) : "Length of shake" : 0 fadeholdtime(string) : "time between fades" : "0.1" fadetime(string) : "time till fade in (0 for never)" : 0 ] @PointClass iconsprite("sprites/speaker.spr") = targ_speaker : "targeted Time Wav Player" [ targetname(target_source) : "Name" tsnoise(sound) : "path/name.wav" : "path/name.wav" volume(string) : "Volume (0 to 1)" : "1" ] @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" ] radius(string) : "Player Radius" ] // // Triggers // @PointClass base(Targetx) = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 1 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger" [ master(string) : "Master" ] @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" instantangle(choices) : "Instant Angle" : 0 = [ 0 : "No" 1 : "Yes" ] overridehack(choices) : "Override Hack" : 0 = [ 0 : "No" 1 : "Yes" ] ] @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [ 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" ] ] @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 ] ] @PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @PointClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] master(string) : "Master" count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger" [ section(string) : "Section" spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity" [ gravity(integer) : "Gravity (0-1)" : 1 ] @PointClass base(Trigger) = trigger_gunmanteleport : "Trigger Gunman Teleport" [] @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" 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" ] ] @SolidClass = trigger_monsterjump : "Trigger monster jump" [ master(string) : "Master" speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [] @SolidClass base(Trigger) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @SolidClass base(Trigger) = trigger_tank : "Tank Trigger"[] @SolidClass base(Trigger) = trigger_tankoutofgas : "Tank Trigger out of Gas"[] @SolidClass base(Trigger) = trigger_tankshell : "TankShellTriggered"[] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" [] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" [] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [ landmark(string) : "Landmark name" ] @PointClass = vehicle_tank: "Vehicle_tank" [ vehicle_id(integer) : "Tank Id" : 1 spawnflags(flags) = [ 1 : "No Turret Weapons" : 0 2 : "No Machine Guns" : 0 ] vehicle_volume(string) : "Volume Adj Value (0 to 1)" : "1" ] // // weapons // @PointClass base(Weapon, Targetx, Angles) = weapon_fists : "Fists" [] @PointClass base(Weapon, Targetx, Angles) = weapon_beamgun : "BeamGun" [] @PointClass base(Weapon, Targetx, Angles) = weapon_dml : "DualMissileLauncher" [] @PointClass base(Weapon, Targetx, Angles) = weapon_gausspistol : "Gauss Pistol" [] @PointClass base(Weapon, Targetx, Angles) = weapon_minigun : "MiniGun" [] @PointClass base(Weapon, Targetx, Angles) = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon, Targetx, Angles) = weapon_SPchemicalgun : "ChemGun" [] @PointClass base(Weapon, Targetx, Angles) = weapon_aicore : "AI Core Pickup" []