Gunman Chronicles (Jack).fgd
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Modified FGD for Gunman Chronicles, included with J.A.C.K..
FGD
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such as Notepad++, and save it with "save as type" being "all files" and.fgd
appended to the file name. Then open your map editor, in this case, Valve Hammer Editor, go to Tools > Options..., and add the FGD file on Game Data Files.
gunman/gunman.fgd
Forge Game Data
//
// Gunman Chronicles game definition file (.fgd)
// for Jackhammer 1.0 and above
//
// original version from
// https://developer.valvesoftware.com/wiki/Gunman.fgd
// modified by H-3D
// modified by XaeroX / [email protected]
//
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(sky) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 1 : "CD track to play when the level begins."
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height" : : "Set the default wave height here (can be overridden by the properties in func_water)."
MaxRange(string) : "Max viewable distance" : "4096" : "Maximum distance the player can see."
chaptertitle(string) : "Chapter Title Message" : "" : "Text displayed when entering the level."
startdark(choices) : "Level Fade In" : 0 : "If Yes, then the level will start black and fade into normal light." =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display game title" : 0 : "Game title that appears onscreen when this level starts." =
[
0 : "No" : "Don't display game title sprite."
1 : "Yes" : "Display game title sprite."
]
newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." =
[
0 : "No, keep current" : "Keeps all globals alive."
1 : "Yes, clear previous levels" : "Flushes all globals."
]
mapteams(string) : "Map Team List" : : "This will be copied into the mp_teamlist while your map is running if the server allows maps to override the team list."
defaultteam(choices) : "Default Team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
]
//
// BaseClasses
//
@BaseClass = Sequence
[
sequence(integer) : "Animation Sequence (editor)" : : "Sequence to display in Jackhammer. This does not affect gameplay."
]
@BaseClass = ZHLT
[
zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 =
[
0 : "Default"
1 : "Embedded Fix"
2 : "Opaque (blocks light)"
3 : "Opaque + Embedded fix"
6 : "Opaque + Concave Fix"
]
light_origin(string) : "Light Origin Target"
]
@BaseClass = ZHLT_point
[
_fade(string) : "ZHLT Fade" : "1.0"
_falloff(choices) : "ZHLT Falloff" : 0 =
[
0 : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in Jackhammer corresponds to Yaw. The settings are not always (or not all) used."
]
@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" : : "When an entity is activated, it triggers the entity with the name specified by 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" : "Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action."
killtarget(target_destination) : "KillTarget" : : "When an entity is triggered, it will remove from the game the entity specified by this property."
]
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 : "Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:" =
[
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 : "Controls the type of rendering that is used for an object. Options are:" =
[
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) flags(Angle) size(-16 -16 -36, 16 16 36) color(0 255 0) offset(0 0 36) = PlayerClass []
@BaseClass base(Target, Targetname, RenderFields) flags(Angle) 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, ZHLT) = 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, ZHLT) = 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) flags(Angle) 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) studio("models/beamgunammo.mdl") = ammo_beamgunclip : "BeamGun Ammo" []
@PointClass base(Weapon, Targetx) studio("models/shotgunammo.mdl") = ammo_buckshot : "Shotgun Ammo" []
@PointClass base(Weapon, Targetx) studio("models/chem_ammo.mdl") = ammo_chemical : "ChemGun Ammo" []
@PointClass base(Weapon, Targetx) studio("models/dmlammo.mdl") = ammo_dmlclip : "DML Ammo Clip" []
@PointClass base(Weapon, Targetx) studio("models/dmlrocket.mdl") = ammo_dmlsingle : "DML Ammo Single" []
@PointClass base(Weapon, Targetx) studio("models/guassammo.mdl") = ammo_gaussclip : "Gauss Pistol Ammo" []
@PointClass base(Weapon, Targetx) studio("models/mechammo.mdl") = 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) studio("models/w_snipercase.mdl") = cust_2GaussPistolSniper : "Sniper Kit" []
@PointClass base(Weapon, Targetx) studio("models/w_coolers.mdl") = cust_2MinigunCooled : "Barrel Cooler Item" []
@PointClass base(Monster, Sequence) flags(Angle) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler"
[
model(studio) : "model"
]
//
// cyclers
//
@PointClass base(Targetname, Angles, Sequence) flags(Angle) size(-16 -16 0, 16 16 72) studio() = 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, Angles) flags(Angle) 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, ZHLT) = 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, ZHLT) = 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, Angles, ZHLT) = 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, ZHLT) = func_door : "Basic door" []
@SolidClass base(Door, ZHLT) = 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, ZHLT) = 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, ZHLT) = func_healthcharger: "Wall health recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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, ZHLT) = 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) studio() = 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) studio("models/w_armor.mdl") = item_armor : "Armor Jacket" []
@PointClass base(Item) size (-16 -16 0, 16 16 36) studio("models/gastank.mdl") = item_gascan : "Gas for the Tank" []
@PointClass base(Item) size (-16 -16 0, 16 16 36) studio("models/w_medkit.mdl") = item_healthkit : "Small Health Kit" []
//
// lights
//
@PointClass iconsprite("sprites/light.spr") base(Target, Targetname, Light, ZHLT_point) flags(Light) = light : "Invisible lightsource." : "http://twhl.info/wiki.php?id=148"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 : "If this is enabled, the entity will need to be triggered to work." ]
]
@PointClass iconsprite("sprites/light.spr") base(Targetname, Target, Angles, ZHLT_point) flags(Light) = light_spot : "The light_spot entity allows you to create direct beams of light (like from a, err, spotlight)." : "http://twhl.info/wiki.php?id=147"
[
_cone(integer) : "Inner (bright) angle" : 30 : "The angle of the cone formed around the directional axis. The area inside this cone will contain the brightest light."
_cone2(integer) : "Outer (fading) angle" : 45 : "As above, although the area inside this cone will fade increasingly towards the outer edges."
pitch(integer) : "Pitch" : -90 : "The pitch of the light (-90 is straight down, 90 is straight up)."
_light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness."
_sky(Choices) : "Is Sky" : 0 : "If Yes, the spot_light will affect the sky brushes, rather than project any light itself." =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 : "If this is enabled, the entity will need to be triggered to work." ]
style(Choices) : "Appearance" : 0 : "Light appearance. Values:" =
[
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" : : "Use a string of letters to provide a custom light style. The property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. Complicating things, to use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light."
]
@PointClass base(Targetname, Angles, ZHLT_point) iconsprite("sprites/light_environment.spr") flags(Light) = light_environment : "This entity makes a map's sky emit light. The only practical way of lighting outdoor maps." : "http://twhl.info/wiki.php?id=146"
[
pitch(integer) : "Pitch" : 0 : "A negative number will give downward pitch (which is normally what you want)."
_light(color255) : "Brightness" : "255 255 128 200" : "First three integer numbers are the color (RGB). The fourth number is the brightness."
]
@SolidClass base(Door, ZHLT) = 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, ZHLT) = 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
//
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 40) studio("models/beak.mdl") = monster_beak : "Xenome Beak" []
@PointClass base(Monster, Sequence) size(-4 -4 -4, 4 4 4) studio("models/cricket.mdl") = monster_cricket : "Cricket"
[
_skin(integer) : "_skin" : 0
]
@PointClass base(Monster, Sequence) size( -48 -48 0, 48 48 64 ) studio("models/critter.mdl") = 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, Sequence) size(-5 -5 0, 5 5 2) studio("models/dragonfly.mdl") = 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, Sequence) size(-48 -48 0, 48 48 300) studio("models/endboss.mdl") = monster_endboss : "Monster EndBoss" []
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio() = monster_furniture : "Monster Furniture"
[
model(studio) : "model"
]
@PointClass base(Monster, Sequence) size(-35 -35 -48, 35 35 -35) studio("models/gator.mdl") = monster_gator : "Animal Gator" []
@PointClass base(Monster, RenderFields, Sequence) size(-16 -16 -36, 16 16 36) studio() = 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, Sequence) size(-32 -32 0, 32 32 150) studio("models/aigunner.mdl") = monster_gunner_friendly : "Monster Gunner Friendly"[]
@PointClass base(Monster, Sequence) size(-25 -25 -20, 1 1 2) studio("models/hatchet.mdl") = monster_hatchetfish : "Hatchetfish"
[
skin(choices) : "Skin" : 0 =
[
0: "Light"
1: "Dark"
]
]
@PointClass base(Monster, Sequence) size(-50 -50 -45, 50 50 50) = monster_hiveback : "Xenome Hiveback" []
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/bandit.mdl") = 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, Sequence) size(-360 -360 -172, 360 360 8) studio("models/chopper.mdl") = monster_human_chopper : "bandit chopper"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/demolitionman.mdl") = monster_human_demoman : "Human Demoman" []
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/gunmantrooper.mdl") = 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, Sequence) size(-16 -16 0, 16 16 72) studio("models/evil_scientist.mdl") = monster_human_scientist : "Human Evil Scientist"
[
skin(Choices) : "Suit Color" : 0 =
[
0 : "White Suit"
1 : "Red Suit"
2 : "Bloody"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/gunmantrooper_ng.mdl") = 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, Sequence) size(-24 -24 0, 24 24 36) studio("models/scorpion_large.mdl") = monster_largescorpion : "Animal Large Scorpion"
[
_skin(integer) : "_skin" : 0
]
@PointClass base(Monster, RenderFields, Sequence) size(-16 -16 -36, 16 16 36) studio("models/tank.mdl") = monster_tank : "Scripted Tank"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
32 : "Point entity" : 0
]
]
@PointClass base(Monster, Sequence) size(-360 -360 -172, 360 360 8) = monster_manta : "Manta ship script bombs" []
@PointClass base(Monster, Sequence) size(-16 -16 -16, 16 16 16) studio("models/raptor.mdl") = monster_microraptor : "Small raptor" []
@PointClass base(Monster, Sequence) size(-40 -40 -5, 40 40 60) studio("models/ourano.mdl") = monster_ourano : "Animal Ourano" []
@PointClass base(Monster, Sequence) size(-70 -70 -40, 70 70 60) studio("models/penta.mdl") = monster_penta : "Animal Pentaceratops" []
@PointClass base(Monster, Sequence) size(-32 -32 -45, 32 32 20) studio("models/rheptor.mdl") = monster_raptor : "Animal Raptor"
[
skin(choices) : "Skin" : 0 =
[
0: "Green"
1: "Red"
]
]
@PointClass base(Monster, Sequence) size(-16 -16 -16, 16 16 16) = monster_rustbattery: "Rust Rustbattery" []
@PointClass base(Monster, Sequence) size(-36 -36 -5, 36 36 40) studio("models/rustbit.mdl") = monster_rustbit : "Rust Rustbit" []
@PointClass base(Monster, Sequence) size(-36 -36 -5, 36 36 40) studio("models/rustbit.mdl") = monster_rustbit_friendly : "Friendly Rust Rustbit"[]
@PointClass base(Monster, Sequence) size(-36 -36 -16, 36 36 48) studio("models/rustbot.mdl") = monster_rustbot : "Rust Rustbot" []
@PointClass base(Monster, Sequence) size(-36 -36 -16, 36 36 48) studio("models/rustbot.mdl") = monster_rustbot_friendly : "Friendly Rust Rustbot"[]
@PointClass base(Monster, Sequence) size(-64 -64 0, 64 64 64) studio("models/rustflyer.mdl") = 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, Sequence) size(-45 -45 0, 45 45 140) studio("models/gunner.mdl") = monster_rustgunr : "Rust Gunner" []
@PointClass base(Monster, TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = 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) studio("models/sentry.mdl") = 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) studio("models/small_sentry.mdl") = 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) studio("models/scorp.mdl") = 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) studio("models/battbot.mdl") = monster_trainingbot : "Training bot"
[
spawnflags(Flags) =
[
1024 : "No Distortion Rings" : 0
]
]
@PointClass base(Monster) size(-32 -32 -28, 32 32 24) studio("models/tube.mdl") = monster_tube : "Xenome Tube" []
@PointClass base(Monster) size( -12 -12 -16, 12 12 24) studio("models/tubryo.mdl") = monster_tube_embryo : "TubeEmbryo"[]
@PointClass base(Monster) size(-32 -32 0, 32 32 50) studio("models/xenome.mdl") = monster_xenome : "Xenome Xenome" []
@PointClass base(Monster) size( -6 -6 -6, 6 6 12) studio("models/xmbryo.mdl") = 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) flags(Path) 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) flags(Path) 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) flags(Angle) 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) studio("models/w_knife.mdl") = weapon_fists : "Fists" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_beam.mdl") = weapon_beamgun : "BeamGun" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_dml.mdl") = weapon_dml : "DualMissileLauncher" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_gauss.mdl") = weapon_gausspistol : "Gauss Pistol" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_mechagun.mdl") = weapon_minigun : "MiniGun" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_shotgun.mdl") = weapon_shotgun : "Shotgun" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_chemgun.mdl") = weapon_SPchemicalgun : "ChemGun" []
@PointClass base(Weapon, Targetx, Angles) studio("models/w_aicore.mdl") = weapon_aicore : "AI Core Pickup" []