Half-Life: Opposing Force (Jack).fgd

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Modified FGD for Half-Life: Opposing Force Half-Life: Opposing Force, included with J.A.C.K. J.A.C.K..

FGD

This is a text file used internally by a Valve Valve Software technology, such as Source Source and GoldSrc GoldSrc Engine.
To open this file, copy the following text into a text editor such as Notepad++ Notepad++, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open the file in the appropriate tool.
halflife/halflife-op4.fgd
Forge Game Data
// // Half-Life Opposing Force game definition file (.fgd) // for Jackhammer 1.0 and above // // Based on Half-Life .fgd version 1.7 with changes and additions for // Opposing Force addon pack // // modified by TCHORGO / http://www.moddb.com/members/tchorgo // modified by XaeroX / [email protected] // // // worldspawn // @SolidClass = worldspawn : "This is the world entity. Each map can only contain one, and it's automatically created for you." : "http://twhl.info/wiki.php?id=162" [ message(string) : "Map Description / Title" skyname(sky) : "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" : "grunt;scientist" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] defaultctf(choices) : "Default CTF" : 0 = [ 0 : "Not CTF map" 1 : "CTF map" ] ] // // 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" ] @BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags, Angles) = Ammo [] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon [] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass base(Target) = Targetx [ killtarget(target_destination) : "KillTarget" delay(string) : "Delay before trigger" : "0" ] @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, Angles) flags(Angle) size(-16 -16 -36, 16 16 36) color(0 255 0) offset(0 0 36) = PlayerClass [] @BaseClass base(Target, Targetname, RenderFields, Angles) 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 ] ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ] @BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase [ // 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: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" 7: "Unbreakable Glass" 8: "Rocks" ] explosion(choices) : "Gibs Direction" : 0 = [ 0: "Random" 1: "Relative to Attack" ] delay(string) : "Delay before fire" : "0" gibmodel(studio) : "Gib Model" : "" spawnobject(choices) : "Spawn On Break" : 0 = [ 0: "Nothing" 1: "Battery" 2: "Healthkit" 3: "9mm Handgun" 4: "9mm Clip" 5: "Machine Gun" 6: "Machine Gun Clip" 7: "Machine Gun Grenades" 8: "Shotgun" 9: "Shotgun Shells" 10: "Crossbow" 11: "Crossbow Bolts" 12: "357" 13: "357 clip" 14: "RPG" 15: "RPG Clip" 16: "Gauss clip" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hornet Gun" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 ] @BaseClass base(Appearflags, Targetname, RenderFields, Global, Angles) = 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(choices) : "Delay before close" : 4 = [ -1 : "Stays open" ] 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, Angles) = 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, Angles) 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 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/ambient_generic.spr") base(Targetname) = ambient_generic : "Universal Ambient" [ message(sound) : "Path/filename.wav of WAV" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1: "Play Everywhere" : 0 2: "Small Radius" : 0 4: "Medium Radius" : 0 8: "Large Radius" : 0 16:"Start Silent":0 32:"Is NOT Looped":0 ] ] // // ammo // @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmclip.mdl") = ammo_9mmclip : "9mm Pistol Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmarclip.mdl") = ammo_9mmAR : "9mm Assault Rifle Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_chainammo.mdl") = ammo_9mmbox : "box of 200 9mm shells" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_argrenade.mdl") = ammo_ARgrenades : "Assault Grenades" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_shotbox.mdl") = ammo_buckshot : "Shotgun Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_357ammobox.mdl") = ammo_357 : "357 Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_rpgammo.mdl") = ammo_rpgclip : "RPG Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_gaussammo.mdl") = ammo_gaussclip : "Gauss Gun Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_crossbow_clip.mdl") = ammo_crossbow : "Crossbow Ammo" [] @SolidClass base(Target, Targetname, Angles, ZHLT) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use Activates" : 0 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" ] // // cyclers // @PointClass base(Targetname, Angles, Sequence) size(-16 -16 0, 16 16 72) flags(Angle) 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" bodygroup(integer) : "Body Group" : 0 ] @PointClass base(Targetname, Angles) 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" ] @PointClass base(Monster, Sequence) size(-16 -16 -16, 16 16 16) flags(Angle) studio() = cycler_weapon : "Weapon Cycler" [ model(studio) : "model" ] @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/fire.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] // // 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, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" [ health(integer) : "Capacity" : 10 skin(choices) : "Beverage Type" : 0 = [ 0 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [ color(choices) : "Blood Color" : 0= [ 0 : "Red (Human)" 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 -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) color(255 255 128) iconsprite("sprites/env_global.spr") = 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) = 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, RenderFxChoices, Angles) 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 ] ] // use game_text instead @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) : "path/filename.wav of WAV" 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 iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [ radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, Angles) 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, Angles, ZHLT) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256: "Instant Crowbar" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_button : "Button" [ speed(integer) : "Speed" : 5 target(target_destination) : "Targetted object" 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(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] 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(Targetname, Global, RenderFields, 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, ZHLT) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, Global, RenderFields, Angles, 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" ] // THIS CREATES AN INVISIBLE CLIMBABLE FIELD // You must create the physical ladder yourself @SolidClass base(Targetname) = func_ladder : "Ladder" [] // blocks monster path ai @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" ] // not fully implemented @SolidClass base(Appearflags, Targetname, Global, RenderFields, Angles, 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" ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1: "Toggle" : 0 ] speed(integer) : "Speed" : 100 height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : "Moving Rotating platform" [ spawnflags(Flags) = [ 1: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 _minlight(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(Global, RenderFields, ZHLT) = func_recharge: "Battery recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, Angles, 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" ] @SolidClass base(Targetname, Global, RenderFields, Angles, 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) : "Path/filename.wav of WAV" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 0 ] _minlight(integer) : "_minlight" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] // don't forget func_tankcontrols @SolidClass base(BaseTank, ZHLT) = 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" ] // don't forget func_tankcontrols @SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] // don't forget func_tankcontrols @SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" [] // don't forget func_tankcontrols @SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, Angles, 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, Global, Appearflags, RenderFields, 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, ZHLT) = 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" ] // // 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" : 0 ] 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" [] // // info entities // @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node" [ spawnflags(Flags) = [ 1 : "Run To Node" : 0 2 : "Wait Indefinitely" : 0 ] target(target_destination) : "Next node" radius(string) : "Radius" : "0" reachdelay(string) : "Wait after approach" : "0" killtarget(target_destination) : "KillTarget" reachtarget(target_destination) : "Fire on approach" reachsequence(string) : "Sequence on approach" : "" health(string) : "Health on approach" : "" presequence(string) : "Sequence before approach" : "" ] @PointClass base(Target, Angles) 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) sequence(2) studio("models/player.mdl") = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass) sequence(2) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start" [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(PlayerClass) sequence(2) studio("models/player.mdl") = 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 size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_oxygen.mdl") = item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_antidote.mdl") = item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_battery.mdl") = item_battery : "HEV battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_medkit.mdl") = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_longjump.mdl") = item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_security.mdl") = item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_suit.mdl") = item_suit : "HEV Suit" [ body(Choices) : "Body" : 0 = [ 0 : "Standing" 1 : "Laying Flat" ] spawnflags(Flags) = [ 1 : "Short Logon" : 0 ] ] // // 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 ] ] @SolidClass base(RenderFields, Targetname, Angles, 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" ] // // monsters // @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/controller.mdl") = monster_alien_controller : "Controller" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/agrunt.mdl") = monster_alien_grunt : "Alien Grunt" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/islave.mdl") = monster_alien_slave : "Vortigaunt" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 64 : "IgnorePlayer" : 0 ] ] @PointClass base(Monster, Sequence) size(-360 -360 -172, 360 360 8) studio("models/apache.mdl") = monster_apache : "Apache" [ spawnflags(Flags) = [ 8 : "NoWreckage" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/baby_headcrab.mdl") = monster_babycrab : "Baby Headcrab" [] @PointClass base(RenderFields, Sequence) size(-16 -16 -36, 16 16 0) studio("models/barnacle.mdl") = monster_barnacle : "Barnacle Monster" [] @PointClass base(Monster,TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney" [ suspicious(choices) : "Suspicious" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname,RenderFields,Appearflags, Angles, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney_dead : "Dead Barney" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On side" 2 : "On stomach" ] ] @PointClass base(Monster, Sequence) size(-95 -95 0, 95 95 190) studio("models/big_mom.mdl") = monster_bigmomma : "Big Mamma" [ netname(string) : "First node" : "" ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/floater.mdl") = monster_bloater : "Bloater" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/bullsquid.mdl") = monster_bullchicken : "BullChicken" [] @PointClass base(Monster, Sequence) size(-3 -3 0, 3 3 3) studio("models/roach.mdl") = monster_cockroach : "Cockroach" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 16) studio("models/aflock.mdl") = monster_flyer_flock : "Flock of Flyers" [ iFlockSize(Integer) : "Flock Size" : 8 flFlockRadius(Integer) : "Flock Radius" : 128 ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [ model(studio) : "model" ] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 128) studio("models/garg.mdl") = monster_gargantua : "Gargantua" [] @PointClass base(Monster, RenderFields, Sequence) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 8 : "Head Controller" : 0 ] model(studio) : "model" body(Integer) : "Body" : 0 ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/gman.mdl") = monster_gman : "G-Man" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_grunt_repel : "Human Grunt (Repel)" [] @PointClass base(Weapon, Targetx, RenderFields, Sequence) studio("models/w_grenade.mdl") = monster_handgrenade : "Live Handgrenade" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/headcrab.mdl") = monster_headcrab : "Head Crab" [] @PointClass base(Targetname,Appearflags,RenderFields, Angles, Sequence) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "Seated" 2 : "On stomach" 3 : "On Table" ] ] @PointClass base(Targetname,Appearflags,RenderFields, Angles, Sequence) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_hgrunt_dead : "Dead Human Grunt" [ pose(Choices) : "Pose" : 0 = [ 0 : "On stomach" 1 : "On side" 2 : "Seated" ] body(Choices) : "Body" : 0 = [ 0 : "Grunt with Gun" 1 : "Commander with Gun" 2 : "Grunt no Gun" 3 : "Commander no Gun" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/houndeye.mdl") = monster_houndeye : "Houndeye" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hassassin.mdl") = monster_human_assassin : "Human Assassin" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_human_grunt : "Human Grunt (camo)" [ spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] netname(string) : "Squad Name" weapons(Choices) : "Weapons" : 3 = [ 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" ] ] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/icky.mdl") = monster_ichthyosaur : "Ichthyosaur" [] @PointClass base(Monster, Sequence) size(-6 -6 0, 6 6 6) studio("models/leech.mdl") = monster_leech : "Leech" [] @PointClass base(Monster, Sequence) size(-16 -16 -32, 16 16 32) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-192 -192 0, 192 192 384) studio("models/nihilanth.mdl") = monster_nihilanth : "Nihilanth" [] @PointClass base(Monster, Sequence) size(-480 -480 -112, 480 480 24) studio("models/osprey.mdl") = monster_osprey : "Osprey" [ spawnflags(Flags) = [ 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-6 -6 0, 6 6 6) studio("models/bigrat.mdl") = monster_rat : "Rat (no ai?)" [] @PointClass base(Weapon,Targetx,RenderFields, Sequence) studio("models/w_satchel.mdl") = monster_satchel : "Live Satchel Charge" [] @PointClass base(Monster, TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist : "Scared Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" 4 : "Einstein w/ Clipboard" 5 : "Slick w/ Stick" ] suspicious(choices) : "Suspicious" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname,Appearflags,RenderFields, Angles, Sequence) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist_dead : "Dead Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On Stomach" 2 : "Sitting" 3 : "Hanging" 4 : "Table1" 5 : "Table2" 6 : "Table3" ] ] @PointClass base(Monster, Sequence) size(-14 -14 22, 14 14 72) studio("models/scientist.mdl") = monster_sitting_scientist : "Sitting Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] suspicious(choices) : "Suspicious" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/sentry.mdl") = monster_sentry : "Sentry Turret Gun" [ spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/w_squeak.mdl") = monster_snark : "Armed Snark" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/tentacle2.mdl") = monster_tentacle : "Tentacle Arm" [ spawnflags(Flags) = [ 64 : "Tentacle3" : 0 ] sweeparc(integer) : "Sweep Arc" : 130 sound(Choices) : "Tap Sound" : -1 = [ -1 : "None" 0 : "Silo" 1 : "Dirt" 2 : "Water" ] ] @PointClass base(Monster, Sequence) studio("models/p_tripmine.mdl") = monster_tripmine : "Active Tripmine" [ spawnflags(Flags) = [ 1 : "Instant On" : 0 ] ] @PointClass base(Monster, Sequence) size(-32 -32 -32, 32 32 32) studio("models/turret.mdl") = monster_turret : "Auto Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/zombie.mdl") = monster_zombie : "Scientist Zombie" [] @PointClass base(Targetname, Angles) 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 4 : "Cyclic" : 0 8 : "MonsterClip" : 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 ] @PointClass base(Targetname) color(255 128 0) iconsprite("sprites/multi_manager.spr") = multi_manager : "MultiTarget Manager" [ spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/multisource.spr") = multisource : "Multisource" [ globalstate(string) : "Global State Master" ] @PointClass base(Targetname, Angles) 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 ] @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 ] 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_loadsaved : "Load Auto-Saved game" [ duration(string) : "Fade Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" messagetime(string) : "Show Message delay" : "0" message(string) : "Message To Display" : "" loadtime(string) : "Reload delay" : "0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [ spawnflags(Flags) = [ 1 : "Fire Once" : 0 2 : "Followers Only" : 0 4 : "Interrupt Speech" : 0 8 : "Concurrent" : 0 ] sentence(string) : "Sentence Name" : "" entity(string) : "Speaker Entity" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Targetx, Angles) 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" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 32: "No Interruptions" : 0 64: "Override AI" : 0 128: "No Script Movement" : 0 256: "No Reset Entity" : 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) = 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) iconsprite("sprites/trigger_auto.spr") = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 0 ] 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) iconsprite("sprites/trigger_camera.spr") = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 0 2: "Follow Player" : 0 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" ] @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) iconsprite("sprites/trigger_changetarget.spr") = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @SolidClass 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 ] @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 base(Angles) = trigger_monsterjump : "Trigger monster jump" [ master(string) : "Master" speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer): "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [] @SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetx, Targetname) iconsprite("sprites/trigger_relay.spr") = 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_teleport : "Trigger teleport" [ telesound(string) : "Teleport Sound" ] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] // // weapons // @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_crowbar.mdl") = weapon_crowbar : "Crowbar" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmhandgun.mdl") = weapon_9mmhandgun : "9mm Handgun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_357.mdl") = weapon_357 : "357 Handgun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmar.mdl") = weapon_9mmAR : "9mm Assault Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_shotgun.mdl") = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_rpg.mdl") = weapon_rpg : "RPG" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_gauss.mdl") = weapon_gauss : "Gauss Gun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_crossbow.mdl") = weapon_crossbow : "Crossbow" [ sequence(choices) : "Placement" : 0 = [ 0 : "Normal (flat)" 1 : "Realistic (tilted)" ] ] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_egon.mdl") = weapon_egon : "Egon Gun" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/p_tripmine.mdl") size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_satchel.mdl") = weapon_satchel : "Satchel Charge Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_grenade.mdl") = weapon_handgrenade : "Handgrenade Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_squeak.mdl") = weapon_snark : "Squeak Grenade" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_hgun.mdl") = weapon_hornetgun : "Hornet Gun" [] @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) studio("models/w_chainammo.mdl") = weaponbox : "Weapon/Ammo Container" [] @PointClass base(Weapon, Targetx) = world_items : "World Items" [ type(choices) :"types" : 1 = [ 44: "Battery" 42: "Antidote" 43: "Security Card" 45: "Suit" ] ] // // Xen // @PointClass base(Target, Targetname, RenderFields, Angles) flags(Angle) studio("models/light.mdl") = xen_plantlight : "Xen Plant Light" [] @PointClass base(Targetname, RenderFields, Angles) flags(Angle) studio("models/hair.mdl") = xen_hair : "Xen Hair" [ spawnflags(Flags) = [ 1 : "Sync Movement" : 0 ] ] @PointClass base(Targetname, RenderFields, Angles) flags(Angle) studio("models/tree.mdl") = xen_tree : "Xen Tree" [] @PointClass base(Targetname, RenderFields, Angles) flags(Angle) studio("models/fungus(small).mdl") = xen_spore_small : "Xen Spore (small)" [] @PointClass base(Targetname, RenderFields, Angles) flags(Angle) studio("models/fungus.mdl") = xen_spore_medium : "Xen Spore (medium)" [] @PointClass base(Targetname, RenderFields, Angles) flags(Angle) studio("models/fungus(large).mdl") = xen_spore_large : "Xen Spore (large)" [] ////////////////////////////////////////////////////////////////////////////// // Opposing Force Entities // ////////////////////////////////////////////////////////////////////////////// // //AMMO // @PointClass base(Weapon, Targetx, RenderFields) studio("models/W_saw_clip.mdl") = ammo_556 : "M249 Ammo" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_m40a1clip.mdl") = ammo_762 : "Sniper Ammo" [] //Spore ammo orientation refers to the direction that the base of the plant faces @PointClass base(Weapon, Targetx, RenderFields) studio("models/spore_ammo.mdl") = ammo_spore : "Spore" [] // // ENV ENTITIES // @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_blowercannon : "Blower Cannon" [ delay(string) : "Delay" : "0" zoffset(integer) : "Z Offset" : 0 target(string) : "Target" : "" weaptype(choices) :"Weapon Type" : 1 = [ 1: "Spore (Rocket)" 2: "Spore (Grenade)" 3: "Shock Beam" 4: "Displacer Ball" ] firetype(choices) :"Fire Type" : 1 = [ 1: "Toggle On/Off" 2: "Fire When Triggered" ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_electrified_wire : "Electrified Wire" [ segments(integer) : "Segments" : 16 sparkfrequency(integer) : "Spark Frequency" : 3 bodysparkfrequency(integer) : "Body Spark Frequency" : 3 lightningfrequency(integer) : "Lightning Frequency" : 3 xforce(integer) : "X Force" : 80000 yforce(integer) : "Y Force" : 80000 zforce(integer) : "Z Force" : 80000 disable(choices) :"Disable Use" : 0 = [ 0: "Not Disabled" 1: "Disabled" ] endingmodel(studio) : "Ending Model" : "models/wire_copper16.mdl" bodymodel(studio) : "Body Model" : "models/wire_black16.mdl" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_rope : "Rope" [ segments(integer) : "Segments" : 16 disable(choices) :"Disable Use" : 0 = [ 0: "Not Disabled" 1: "Disabled" ] endingmodel(studio) : "Ending Model" : "models/rope16.mdl" bodymodel(studio) : "Body Model" : "models/rope16.mdl" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(0 128 255)= env_spritetrain : "Sprite Train" [ target(target_source) : "First stop target" model(sprite) : "Sprite Name" : "sprites/glow01.spr" speed(integer) : "Speed (units per second)" : 64 scale(string) : "Sprite Scale" ] // // FUNC ENTITIES // @SolidClass base(Target) = func_op4mortarcontroller : "Op4 Mortar Controller" [ mortar_axis(Choices) : "Axis" : 0 = [ 0 : "Vertical" 1 : "Horizontal" ] ] @BaseClass base(Targetname, Target, RenderFields, Global) = BaseTankOF [ 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" enemytype(Choices) : "Enemy Type" : 1 = [ 0: "Player" 1: "Ally" 2: "Random" ] ] // Don't forget func_tankcontrols_of @SolidClass base(BaseTankOF) = func_tank_of : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass = func_tankcontrols_of : "Tank controls" [ target(target_destination) : "Tank entity name" ] // Don't forget func_tankcontrols_of @SolidClass base(BaseTankOF) = func_tanklaser_of : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] // Don't forget func_tankcontrols @SolidClass base(BaseTankOF) = func_tankrocket_of : "Brush Rocket Turret" [] // Don't forget func_tankcontrols @SolidClass base(BaseTankOF) = func_tankmortar_of : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] // // INFO ENTITIES // // Displacer target placement represents the point where the player's feet shall be @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_displacer_xen_target : "Displacer XEN Target" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_displacer_earth_target : "Displacer EARTH Target" [] @PointClass base(Targetname, Target) = info_pitworm_steam_lock : "Pitworm Steam Lock" [] // // ITEM ENTITIES // @PointClass base(Weapon, Targetx) = item_generic : "Generic scenery item" [ model(studio) : "Model" : "models/egg.mdl" sequencename(string) : "Sequence Name" : "idle" skin(integer) : "Skin" : 0 body(integer) : "Body" : 0 ] @PointClass base(Weapon, Targetx) size(-16 -16 0, 16 16 36) = item_nuclearbomb : "Nuclear Bomb" [ initialstate(integer) : "Initial State" : 0 wait(integer) : "Wait" : 1 ] // // MONSTERS // @PointClass base(Monster, Sequence) studio("models/baby_voltigore.mdl") = monster_alien_babyvoltigore : "Baby Voltigore" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] ] @PointClass base(Monster, Sequence) studio("models/voltigore.mdl") = monster_alien_voltigore : "Voltigore" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] ] @PointClass base(Monster, Sequence) studio("models/islave.mdl") = monster_alien_slave_dead : "Dead Vortigaunt" [ pose(Choices) : "Pose" : 0 = [ 0 : "On Stomach" ] ] @PointClass base(Monster, Sequence) studio("models/massn.mdl") = monster_assassin_repel : "Male Assassin (Repel)" [] @PointClass base(Monster, Sequence) studio("models/blkop_apache.mdl") = monster_blkop_apache : "Black Ops Apache" [ spawnflags(Flags) = [ 8 : "NoWreckage" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) studio("models/blkop_osprey.mdl") = monster_blkop_osprey : "Black Ops Osprey" [ spawnflags(Flags) = [ 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, TalkMonster, Sequence) studio("models/cleansuit_scientist.mdl") = monster_cleansuit_scientist : "Cleansuit Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] ] @PointClass base(Targetname,Appearflags,RenderFields, Sequence) studio("models/cleansuit_scientist.mdl") = monster_cleansuit_scientist_dead : "Dead Cleansuit Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On Stomach" 2 : "Sitting" 3 : "Hanging" 4 : "Table1" 5 : "Table2" 6 : "Table3" 7 : "Hi Mike!" 8 : "Dead Against Wall" ] ] @PointClass base(Monster, Sequence) studio("models/cleansuit_scientist.mdl") = monster_sitting_cleansuit_scientist : "Sitting Cleansuit Scientist" [ body(Choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] ] @PointClass base(Monster,TalkMonster, Sequence) studio("models/drill.mdl") = monster_drillsergeant : "Drill Sergeant" [] @PointClass base(Monster, Sequence) studio("models/geneworm.mdl") = monster_geneworm : "Gene Worm" [] @PointClass base(Monster, Sequence) studio("models/gonome.mdl") = monster_gonome : "Gonome" [] @PointClass base(Targetname,Appearflags,RenderFields, Sequence) studio("models/gonome.mdl") = monster_gonome_dead : "Dead Gonome" [ pose(Choices) : "Pose" : 0 = [ 0 : "On Stomach" 1 : "On Back" 2 : "On Side" ] ] @PointClass base(Monster, Sequence) studio("models/houndeye_dead.mdl") = monster_houndeye_dead : "Dead Houndeye" [ pose(Choices) : "Pose" : 0 = [ 0 : "Just plain dead" ] ] @PointClass base(Monster, Sequence) studio("models/hgrunt_opfor.mdl") = monster_grunt_ally_repel : "Human Grunt Ally (Repel)" [ spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] netname(string) : "Squad Name" weapons(Choices) : "Weapons" : 3 = [ 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" 16 : "Saw" ] head(Choices) : "Heads" : -1 = [ -1 : "Default" 0 : "Gas Mask" 1 : "Beret" 2 : "Ops Mask" 3 : "Bandana White" 4 : "Bandana Black" ] ] @PointClass base(Monster, Sequence) studio("models/hgrunt_opfor.mdl") = monster_human_grunt_ally : "Human Grunt Ally (camo)" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] weapons(Choices) : "Weapons" : 3 = [ 0 : "None" 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" 16 : "Saw" ] head(Choices) : "Heads" : -1 = [ -1 : "Default" 0 : "Gas Mask" 1 : "Beret" 2 : "Ops Mask" 3 : "Bandana White" 4 : "Bandana Black" 5 : "MP" 6 : "Major" 7 : "Beret (Black)" ] ] @PointClass base(Targetname,Appearflags,RenderFields, Sequence) studio("models/hgrunt_opfor.mdl") = monster_human_grunt_ally_dead : "Dead Human Grunt Ally" [ pose(Choices) : "Pose" : 0 = [ 0 : "On stomach" 1 : "On side" 2 : "Seated" 3 : "Dead On Back" 4 : "Dead On Stomach" 5 : "Head Crabbed" ] weapons(Choices) : "Weapons" : 1 = [ 0 : "None" 1 : "9mmAR" 8 : "Shotgun" 16 : "Saw" ] head(Choices) : "Heads" : 0 = [ 0 : "Gas Mask" 1 : "Beret" 2 : "Ops Mask" 3 : "Bandana White" 4 : "Bandana Black" 5 : "MP" ] ] @PointClass base(Monster, Sequence) studio("models/hgrunt_medic.mdl") = monster_human_medic_ally : "Medic" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] head(Choices) : "Heads" : -1 = [ -1 : "Random" 0 : "White" 1 : "Black" ] weapons(Choices) : "Weapons" : 2 = [ 0 : "None" 1 : "Desert Eagle" 2 : "9mm Handgun" 4 : "Hypodermic Needle" ] ] @PointClass base(Monster, Sequence) studio("models/hgrunt_torch.mdl") = monster_human_torch_ally : "Torch" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] weapons(Choices) : "Weapons" : 1 = [ 1 : "Desert Eagle" 2 : "Blow Torch" ] ] @PointClass base(Monster, Sequence) studio("models/massn.mdl") = monster_male_assassin : "Male Assassin" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] head(Choices) : "Heads" : 0 = [ -1 : "Random" 0 : "Ski Mask White" 1 : "Ski Mask Black" 2 : "Night Goggles" ] weapons(Choices) : "Weapons" : 3 = [ 0 : "None" 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Sniper Rifle" ] standgroundrange(string) : "Stand Ground Range" : "0.0" ] @PointClass base(Monster, RenderFields, Sequence) studio("models/loader.mdl") = monster_op4loader : "Loader machine" [ spawnflags(Flags) = [ 4 : "Not solid" : 0 ] ] @PointClass base(Monster,TalkMonster, Sequence) studio("models/otis.mdl") = monster_otis : "Otis" [ bodystate(Choices) : "bodystate" : -1 = [ -1 : "Random" 0 : "Gun Holstered" 1 : "Gun Drawn" 3 : "Donut" ] head(Choices) : "head" : -1 = [ -1 : "Random" 0 : "Bald Head" 1 : "Head with hair" ] suspicious(choices) : "Suspicious" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname,Appearflags, Sequence) studio("models/otis.mdl") = monster_otis_dead : "Dead Otis" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On side" 2 : "On stomach" 3 : "Stuffed in Vent" 4 : "Dead Sitting" ] ] @PointClass base(Monster, Sequence) studio("models/pit_drone.mdl") = monster_pitdrone : "PitDrone" [ initammo(string) : "Initial Ammo" : "6" ] @PointClass base(Monster, Sequence) studio("models/pit_worm_up.mdl") = monster_pitworm : "Pit Worm" [] @PointClass base(Monster, Sequence) studio("models/pit_worm_up.mdl") = monster_pitworm_up : "Pit Worm Upright" [] @PointClass base(Monster, Sequence) studio("models/w_shock_rifle.mdl") = monster_shockroach : "Shock Roach" [] @PointClass base(Monster, Sequence) studio("models/zombie_barney.mdl") = monster_zombie_barney : "Barney Zombie" [] @PointClass base(Monster, Sequence) studio("models/zombie_soldier.mdl") = monster_zombie_soldier : "Soldier Zombie" [] @PointClass base(Monster, Sequence) studio("models/zombie_soldier.mdl") = monster_zombie_soldier_dead : "Dead Soldier Zombie" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On stomach" ] ] @PointClass base(Monster,TalkMonster, Sequence) studio("models/recruit.mdl") = monster_recruit : "Recruit" [] @PointClass base(Targetname,Appearflags,RenderFields, Sequence) size(-16 -16 0, 16 16 72) = monster_skeleton_dead : "Dead Skeleton" [ pose(Choices) : "Pose" : 0 = [ 0 : "On back" 1 : "Seated" 2 : "Against Wall" 3 : "On Stomach" ] ] @PointClass base(Monster, Sequence) studio("models/strooper.mdl") = monster_shocktrooper : "Shock Trooper" [ netname(string) : "Squad Name" spawnflags(Flags) = [ 32 : "SquadLeader" : 0 ] weapons(Choices) : "Weapons" : 3 = [ 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" ] ] @PointClass base(Targetname) = op4mortar : "Op4 Mortar" [ spawnflags(Flags) = [ 1 : "Active" : 0 16 : "Line of Sight" : 1 32 : "Can Control" : 1 ] mortar_velocity(integer) : "Velocity" : 800 h_min(integer) : "Horiz MIN" : -90 h_max(integer) : "Horiz MAX" : 90 mindist(integer) : "Min Target Dist" : 256 maxdist(integer) : "Max Target Dist" : 2048 enemytype(Choices) : "Enemy Type" : 0 = [ 0 : "Player" 1 : "Ally" 2 : "Random" ] firedelay(integer) : "Fire Rate" : 5 ] @PointClass base(gibshooterbase) = pitworm_gibshooter : "Pitworm Gib Shooter" [] // // TRIGGERS // @SolidClass base(Targetname,Target) = trigger_geneworm_hit : "Trigger GeneWorm Hit" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" delay(string) : "Delay before trigger" : "0" ] @PointClass base(Targetx, Targetname) = trigger_playerfreeze : "Trigger Player Freeze" [] @SolidClass base(Trigger) = trigger_xen_return : "Return To Earth (self-tele)" [] // //WEAPONS // @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_displacer.mdl") = weapon_displacer : "Displacer" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_desert_eagle.mdl") = weapon_eagle : "Desert Eagle" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_bgrap.mdl") = weapon_grapple : "Barnacle Grapple" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_knife.mdl") = weapon_knife : "Knife" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_saw.mdl") = weapon_m249 : "M249 SAW" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_penguinnest.mdl") = weapon_penguin : "Killer Penguin" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_pipe_wrench.mdl") = weapon_pipewrench : "Pipe Wrench" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_shock.mdl") = weapon_shockrifle : "Shock Roach" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_m40a1.mdl") = weapon_sniperrifle : "Sniper Rifle" [] @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_spore_launcher.mdl") = weapon_sporelauncher : "Spore Launcher" [] ////////////////////////////////////////////////////////////////////////////// // Opposing Force CTF Entities // ////////////////////////////////////////////////////////////////////////////// // // BaseClasses // @BaseClass = CTFAttributes [ goal_no(Choices) : "Team" : 1 = [ 1 : "Black Mesa" 2 : "Opposing Force" ] goal_min(string) : "Min Bounds" : "-16 -16 0" goal_max(string) : "Max Bounds" : "16 16 72" ] @BaseClass = CTFItem [ spawnflags(flags) = [ 4: "Random Spawn" : 0 ] team_no(Choices) : "Team" : 0 = [ 0 : "Random" 1 : "Black Mesa" 2 : "Opposing Force" ] ] // // Items // @PointClass base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfflag : "CTF Flag" [ skin(choices) : "Skin" : 1 = [ 1 : "Black Mesa" 2 : "Opposing Force" ] model(studio) : "Model" : "models/flag.mdl" ] @PointClass base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfbase : "CTF Goal" [ skin(choices) : "Skin" : 0 = [ 0 : "Default" ] model(studio) : "Model" : "models/civ_stand.mdl" ] @PointClass base(PlayerClass) = info_ctfspawn : "Player CTF Start" [ team_no(Choices) : "Team" : 0 = [ 0 : "Random" 1 : "Black Mesa" 2 : "Opposing Force" ] ] @PointClass = info_ctfdetect : "CTF Detect" [ flagreturntime(string) : "Flag Return Time" : "30.0" basedefenddist(string) : "Base Defend Distance" : "192.0" defendcarriertime(string) : "Defend Carrier Time" : "10.0" captureassisttime(string) : "Capture Assist Time" : "10.0" poweruprespawntime(string) : "Powerup Respawn Time" : "30.0" score_icon_namebm(string) : "Non-Flag Black Mesa icon" : "item_ctfscorebm" score_icon_nameof(string) : "Non-Flag Opposing Force icon" : "item_ctfscoreof" map_score_max(string) : "Maximum Map Team Score" : "0" ] @PointClass base(CTFItem) studio("models/w_jumppack.mdl") = item_ctflongjump : "Longjump Module for CTF" [] @PointClass base(CTFItem) studio("models/w_porthev.mdl") = item_ctfportablehev : "Portable HEV charger for CTF" [] @PointClass base(CTFItem) studio("models/w_health.mdl") = item_ctfregeneration : "Health regeneration for CTF" [] @PointClass base(CTFItem) studio("models/w_accelerator.mdl") = item_ctfaccelerator : "Double Weapon Damage for CTF" [] @PointClass base(CTFItem) studio("models/w_backpack.mdl") = item_ctfbackpack : "Backpack Powerup for CTF" [] @PointClass size(-16 -16 0, 16 16 36) = info_ctfspawn_powerup : "CTF Powerup Spawn Spot" [ team_no(Choices) : "Team" : 0 = [ 0 : "Random" 1 : "Black Mesa" 2 : "Opposing Force" ] ] @SolidClass base(Target, Targetname) = trigger_ctfgeneric : "Trigger CTF Generic" [ team_no(Choices) : "Team" : 0 = [ 0 : "Both Teams" 1 : "Black Mesa Only" 2 : "Opposing Force Only" ] trigger_delay(string) : "Re-activate delay" : "5" score(string) : "Player Score" : "0" team_score(string) : "Team Score" : "0" triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ]