James Bond 007 Nightfire.fgd
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January 2024
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January 2024
From: James Bond 007: Nightfire SDK
NightFire.fgd
Forge Game Data
//
// James Bond 007: Nightfire game definition file (.fgd)
//
// For use with GearCraft 5.0 and above, VEGA 1.0 and above
// Last update: 07/05/06
//
// Version 1.4
// 07/05/06 007 Tres
//
// - Compatible with Nightfire Map Editor (Gearcraft)
// - Fixed model crashes
//
// 02/04/06 007 Tres
//
// - Added ZHLT Lightflags for hammer
// - fixed sounds entities for doors
// - added the aiscripted_sequence, cycler_pdrdoid, cycler_sprite, cycler_wreckage, enemy_drake,
// item_explosive, item_longjump, item_security, item_scuba_suit, item_space_suit, weaponbag
// world_items
// - organised on correct order
// - Repaired the ctf entities for Hammer
// - Added model HL support for some entities
// - Updated the Worldspawn information (Map Properties)
//
// 07/23/02 David Mertz
//
// - added the weapon_raptor
// - added additional description text to the properties and flags for the trigger_objective
// - added additional description text to the properties and flags for the trigger_hudmessage
// - added default grapple_point.mdl to the item_grappletarget
// - changed trigger_objective spawnflag "No Hint List" to "No Objective Screen"
// - env_virtualexplosion added
//
// 07/21/02 David Mertz\Patrick Deupree
//
// - added Hidden Text to the trigger_objective
// - changed the AutoShow to Show Immediate to trigger_hudmessage
// - moved the Intro Movie (intromovie) field to the beginning of the worldspawn entity
// - moved the Level Fade In (startdark) field to the beginning of the worldspawn entity
// - changed the color of the trigger_objective to a bright reddish purple to help differentiate it from
// the trigger_objective and other entities
// - changed the color of the trigger_hudmessage to a lighter color purple to help differentiate it from
// the trigger_objective and other entities
// - changed the color of the trigger_playmovie to a light blue to help differentiate it from other entities
//
// 07/10/02 David Mertz\Patrick Deupree
//
// - added Tesselation(tesselation) value to func_water
// - added Texture(texture) value to func_water
// - made the default value for health 90 for item_lasertarget
// - added body field to the item_locktarget
// - added trigger_hudmessage and trigger_objective
// - added env_scoring entity
// - general cleaning
//
// 06/29/02 David Mertz
//
// - Fixed the item_lasertarget and item_locktarget so that the studio() field was blank
// and moved the models so that the entity has a default model.
//
// - Fixed the size and color of the trigger_relay entity (16 units cubed, color purple).
//
// - Removed ammo_ronin, weapon_ronin will be picked up by the player to get more of this weapon.
// - Added Player Start name descriptor to the trigger_changelevel field for Landmark name.
// - New Level Unit spawnflag added to trigger_changelevel
// - env_weather was removed
//
// 06/27/02 Patrick Deupree
//
// - added ammo entities
// 06/04/02 Patrick Deupree
//
// - added new fields for the npc_aigeneric to allow more control over it.
// - changed the base name "monster" to "Character" (just to get rid of that whole "monster" concept).
// 03/21/02 David Mertz
//
// - added targetname to button_target
// - converted light_spot over to Light baseclass
// - removed "pitch" from light_spot and light_environment
// 02/25/02 Sean Cavanaugh\Patrick Deupree\David Mertz
//
// - General cleanup, organization, and alphabetizing
// - .spz support added
// - Spawnflag "Parachute" added to info_player_start
// - New entities added
// - enemy_generic
// - item_lasertarget
// - item_padlock
// - multi_kill_manager
// - npc_generic
// - trigger_bit
// - trigger_bit_counter
// - trigger_playerfreeze
// - trigger_endcinematic
// - weapon_bondmine
// - weapon_commando
// 10/30/01 David Mertz
//
// - Massive cleanup
// - Renamed and reorganized entities
// - Alphabetized majority of entities
// - Partially alphabetized BaseClasses
// - Temporarily grouped some entities by type not alphabetically
// - Preliminary changes for release to end user community.
// - Standardized spacing and formatting
// 10/31/01 David Mertz
//
// - Removed fixedlight property from BaseClass RenderFields
// - Removed effects spawnflag from BaseClass RenderFields
// - Created new BaseClass, ModelFixedLight that contains fixedlight and effects properties
// - Added BaseClass ModelFixedLight to the BaseClasses:
// - Ammo
// - Weapon
// - Monster
// - Added BaseClass ModelFixedLight to the following model based entities:
// - item_breakable
// - item_generic
// - physics_lantern
// - Moved all spawnflag definitions to the end of the entity description
// - Changed spawnflag to Spawnflag (aesthetics)
// - Renamed compile tool names in worldspawn
// - Fixed entity description spelling errors.
// - Grouping reorganization for entities
// 11/01/01 David Mertz
//
// - Replaced TalkMonster baseclass with TalkCharacter baseclass
// - Modified entities and baseclasses such that most commonly used fields are better organized.
// - Removed func_aiplayerclip
// 11/07/01 Christopher McArthur
//
// - Added "Seamless" flag to trigger_changelevel
// - Added env_snow and env_rain
//
// 11/13/01
// - Added fogstart fogend fields to env_fog
//
// 12/02/01
// - added info_snow entity
// //
// Level Worldspawn //
// //
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
intromovie(string) : "Intro Movie" : ""
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
skydome(choices) : "Name of the sky dome file": "sky_dome_romania" =
[
"none" : "NONE"
"sky_dome_austria" : "austria"
"sky_dome_caviar" : "caviar"
"sky_dome_island01" : "island01"
"sky_dome_island03" : "island03"
"sky_dome_knox" : "knox"
"sky_dome_lightning" : "lightning"
"sky_dome_missile02" : "missile02"
"sky_dome_night" : "night"
"sky_dome_romania" : "romania"
"sky_dome_space" : "space"
"sky_dome_tokyo_day" : "tokyo day"
"sky_dome_tokyo_night" : "tokyo night"
"sky_dome_tokyo_sunrise_01" : "sunrise 1"
"sky_dome_tokyo_sunrise_02" : "sunrise 2"
]
skycloudlow(choices) : "Name of the cloud texture": "sky_lower_afghanistan" =
[
"none" : "NONE"
"sky_lower_afghanistan" : "afghanistan"
"sky_lower_austria" : "austria"
"sky_lower_island01" : "island01"
"sky_lower_island03" : "island03"
"sky_lower_knox" : "knox"
"sky_lower_lightning" : "lightning"
"sky_lower_night" : "night"
"sky_lower_romania" : "romania"
"sky_lower_tokyo_sunrise_01" : "sunrise 1"
"sky_lower_tokyo_sunrise_02" : "sunrise 2"
]
skycloudhigh(string) : "Sky(upper) cloud layer name (sv_sky_cloudhigh)"
skyterrain(choices) : "Name of the sky terrain model": "sky_terrain_afghanistan" =
[
"none" : "NONE"
"sky_terrain_afghanistan" : "afghanistan"
"sky_terrain_airfield" : "airfield"
"sky_terrain_austria" : "austria"
"sky_terrain_caviar" : "caviar"
"sky_terrain_island01" : "island01"
"sky_terrain_island03" : "island03"
"sky_terrain_knox" : "knox"
"sky_terrain_missile01" : "missile01"
"sky_terrain_missile02" : "missile02"
"sky_terrain_missile03" : "missile03"
"sky_terrain_night" : "night"
"sky_terrain_romania" : "romania"
"sky_terrain_tokyo_day" : "tokyo day"
"sky_terrain_tokyo_night" : "tokyo night"
"sky_terrain_tokyo_sunrise_01" : "sunrise 1"
"sky_terrain_tokyo_sunrise_02" : "sunrise 2"
]
skycloudlow_speed(string) : "Sky(lower) cloud speed (s t)" : "0.025 -0.0019"
skycloudlow_height(integer) : "Sky(lower) cloud height" : 2000
skycloudlow_lightning(choices) : "Lighting of lower Sky": 1 =
[
0 : "No"
1 : "Yes"
]
skycloudhigh_speed(string) : "Sky(upper) cloud speed (s t)" : "0.035 0.0029"
skycloudhigh_height(integer) : "Sky(upper) cloud height" : 1500
skycloudhigh_lightning(choices) : "Lighting of higher Sky": 1 =
[
0 : "No"
1 : "Yes"
]
skylightning(integer) : "Sky lightning (overall) enabled" : 0
skyocean(string) : "Sky(ocean) model name (sv_sky_ocean)"
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
WaveHeight(string) : "Default Water Wave Height"
MaxRange(string) : "Max viewable distance" : "16384"
chaptertitle(string) : "Chapter Title Message"
gametitle(choices) : "Display Game Title" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
mapteams(string) : "Map Team List"
defaultteam(choices) : "Default Team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
defaultctf(choices) : "Default CTF" : 0 =
[
0 : "Not CTF map (DM)"
1 : "CTF map"
]
csg_options(string) : "Oven BCSG Compile Options"
bsp_options(string) : "Oven BBSP Compile Options"
vis_options(string) : "Oven BVIS Compile Options"
rad_options(string) : "Oven BRAD Compile Options"
radfile(string) : "Oven RAD file to use"
]
// //
// BaseClass Definitions //
// //
@BaseClass = Appearflags
[
Spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@BaseClass = wldmaterial
[
wld_(choices) :"World Material" : "wld_lightmap" =
[
"lightmap" : "Lightmap (Default)"
"chrome" : "Chrome"
"envmapglass" : "Enviromental Map glass"
"envmapsolid" : "Enviromental Map solid"
"glass" : "Glass"
"glassadditive" : "Glass Additive"
"glasssimple" : "Glass Simple"
"lightmapclampU" : "Lightmap Clamp U"
"lightmapclampUV" : "Lightmap Clamp Uv"
"lightmapclampV" : "Lightmap Clamp V"
"lightmapselfillum" : "Lightmap Self Illumination"
"masked" : "Masked"
"maskedenvmapglass" : "Masked Enviromental Map Glass"
"maskedenvmapsolid" : "Masked Enviromental Map Solid"
"maskedmultiglass" : "Masked Multi Glass"
"maskedmultisolid" : "Masked Multi Solid"
"multiglass" : "Multi Glass"
"multisolid" : "Multi Solid"
]
]
@BaseClass = ModelFixedLight
[
Effects(Flags) =
[
256: "Fixed Light Value" : 0
]
fixedlight(color255) : "Fixed Lighting Color (R G B)" : "0 0 0"
]
@BaseClass base(ModelFixedLight)size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo []
@BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
[
targetname (target_source) : "Name"
m_iGibs(integer) : "Number of Gibs" : 3
delay(string) : "Delay between shots" : "0"
m_flVelocity(integer) : "Gib Velocity" : 200
m_flVariance(string) : "Course Variance" : "0.15"
m_flGibLife(string) : "Gib Life" : "4"
Spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
@BaseClass = CTFAttributes
[
skin(integer) : "Skin" : 0
goal_no(Choices) : "Team" : 1 =
[
1 : "MI6"
2 : "Phoenix"
]
goal_min(string) : "Min Bounds" : "-16 -16 0"
goal_max(string) : "Max Bounds" : "16 16 72"
]
@BaseClass = CTFItem
[
spawnflags(flags) =
[
4: "Random Spawn" : 1
]
team_no(Choices) : "Team" : 0 =
[
0 : "Random"
1 : "MI6"
2 : "Phoenix"
]
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@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 = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass base(Appearflags, Targetname, ModelFixedLight) size(-16 -16 0, 16 16 32) color(0 0 200) = Weapon
[
player_index(integer) : "Player Index" : 0
Spawnflags(Flags) =
[
1 : "Don't Drop" : 0
]
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
17: "Tree"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass base(Appearflags) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass base(Targetname, Target, RenderFields, ModelFixedLight) color(0 200 200) = Character
[
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"
// 12: "Special Death"
// ]
TriggerCondition(Flags) =
[
1 : "See Player, Mad at Player" : 0
2 : "Take Damage" : 0
4 : "50% Health Remaining" : 0
8 : "Death" : 0
// 16 : "Squad Member Die" : 0
// 32 : "Squad Leader Die" : 0
64 : "Hear World" : 0
128 : "Hear Player" : 0
256 : "Hear Combat" : 0
512: "See Player Unconditional" : 0
1024: "See Player, Not In Combat" : 0
2048: "Special Death" : 0
4096: "Knocked Out" : 0
]
deathtarget(String) : "Death Target" : ""
minpatroldist (String) : "Min Patrol Dist" : "128.0"
maxpatroldist (String) : "Max Patrol Dist" : "768.0"
maxpatrolpath (String) : "Max Path Dist" : "2048.0"
waitpatroltime (String) : "Patrol Wait Time" : "0.0"
Spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "CharacterClip" : 0
8 : "Head Turn" : 0
16: "Prisoner" : 0
64: "Player Ally" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Fade Corpse" : 0
8192: "Ignore Player" : 0
16384: "Break Script" : 0
32768: "No Cover" : 0
65536: "Patrol" : 0
262144: "Death Cam" : 0
524288: "Initial Event" : 0
1048576: "Don't Move" : 0
2097152: "Is Guard" : 0
4194304: "Is Deaf" : 0
8388608: "Is Enemy" : 0
16777216: "Female" : 0
]
message (String) : "Hostage Group" : ""
skin (integer) : "Skin" : 0
initeventid (Choices) : "Initial AI Event" : 0 =
[
0 : "None"
1 : "Killed"
2 : "Move"
3 : "Use Constant"
4 : "Use Toggle"
5 : "New Enemy"
6 : "Node See Enemy"
]
deathcam (String) : "Death Camera" : ""
excludeaievents(Flags) =
[
1: "Killed" : 0
2: "Move" : 0
4: "Use Continuous" : 0
8: "Use Toggle" : 0
16: "New Enemy" : 0
32: "Node See Enemy" : 0
]
cameratarget (String) : "Camera Target" : ""
]
@BaseClass = TalkCharacter
[
UseSentence(String) : "Use Sentence"
UnUseSentence(String) : "Un-Use Sentence"
usetarget(String) : "Use Target"
]
@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"
_fade(integer) : "Fade Value (1/dist^2*fade)"
_falloff(choices) : "Falloff Type" : 2 =
[
1: "Inverse Linear"
2: "Inverse Square"
]
_mindist(integer) : "Falloff start distance" : 0
_maxdist(integer) : "Maximum light distance" : 0
]
@BaseClass base(Global, Targetname) = 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, Global, RenderFields, Targetname) = Door
[
killtarget(target_destination) : "KillTarget"
speed(integer) : "Speed" : 100
master(string) : "Master"
movement_noise(sound) : ".wav File Name"
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
locked_audio(string) : "Locked WAV"
num_locked_audio(integer) : "Num Locked WAV" : 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"
]
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"
Spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Only" : 0
512: "Characters Can't" : 0
]
]
@BaseClass base(RenderFields, Global, Targetname, Target) = BaseTank
[
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"
maxammo(integer) : "Maximum Ammo" : 0
Spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
64: "AI Control" : 0
]
]
@BaseClass base(Global, PlatSounds, RenderFields, Targetname) = Trackchange
[
height(integer) : "Travel altitude" : 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
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
]
]
@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!)"
player_index(integer) : "Player Index" : 1
Spawnflags(flags) =
[
1: "Enemies" : 0
2: "No Clients" : 0
4: "Pushables" : 0
8: "NPC's" : 0
256: "Player CoOp": 0
]
]
@BaseClass = ZHLTOptions
[
zhlt_lightflags(choices) : 0 =
[
0 : "Default"
1 : "Embedded fix"
2 : "Opaque / Block light"
3 : "Opaque + Embedded fix"
4 : "Concave fix"
6 : "Opaque + Concave fix"
]
light_origin(target_destination) : "Light origin"
]
// //
// Entities //
// //
//
// Ammo
//
//
// Audio
//
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
m_iszEntity(string) : "Target NPC"
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 Group("Sound") iconsprite("sprites/ambient_generic.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = ambient_generic : "Universal Ambient"
[
message(sound) : ".wav File 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
64:"At Player":0
]
skilllevel(Choices) : "Skill Level" : 0 =
[
0 : "None"
1 : "Easy"
2 : "Medium"
3 : "Hard"
]
]
@PointClass Group("Sound") iconsprite("sprites/ambient_generic.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = ambient_lightning : "Ambient Lightning sound" []
@PointClass Group("Ammo") studio("models/p_tripmine.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_bondmine : "BondMine Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_commando.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_commando : "Commando Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_darts.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_darts : "Pen Dart Ammo" []
@PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_flashgrenade : "Flash Grenade Ammo" []
@PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_fraggrenade : "Frag Grenade Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_grenadelauncher.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_grenadelauncher : "Grenadelauncher Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_kowloon.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_kowloon : "Kowloon Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_mp9.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_mp9 : "MP9 Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_p99.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_p99 : "P99 Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_pdw.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_pdw90 : "PDW90 Ammo" []
@PointClass Group("Ammo") studio("models/w_357ammobox.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_raptor : "Raptor Ammo" []
@PointClass Group("Ammo") studio("models/rpgrocket.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_rocketlauncher : "Rocketlauncher Ammo" []
@PointClass Group("Ammo") studio("models/w_357ammobox.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_shotgun : "Shotgun Ammo" []
@PointClass Group("Ammo") studio("models/p_grenade.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_smokegrenade : "Smoke Grenade Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_sniper.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_sniper : "Sniper Ammo" []
@PointClass Group("Ammo") studio("models/w_ammo_up11.mdl") base(ModelFixedLight) size(-8 -8 0, 8 8 8) = ammo_up11 : "UP11 Ammo" []
@SolidClass Group("Buttons") base(Targetname,Target) = button_target : "Target Button"
[
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"
Spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
]
@PointClass Group("CTF") shape(D6) base(Target, Targetname) size(-16 -16 -16, 16 16 16) = ctf_hudicon : "Custom Hud Icon"
[
icon_name(string) : "Icon Name" : ""
icon_index(integer) : "Icon Index" : 0
rendercolor(color255) : "Icon Color (R G B)" : "255 255 255"
icon_left(integer) : "Icon Left" : 0
icon_top(integer) : "Icon Top" : 0
icon_width(integer) : "Icon Width" : 32
icon_height(integer) : "Icon Height" : 32
]
//
// Cyclers
//
@PointClass Group("Scripting") base(Targetname) size(-16 -16 0, 16 16 72) = cycler : "Cycler"
[
model(studio) : "Model"
body(Integer) : "Body" : 0
head(integer) : "Head" : 0
accessory(integer) : "Accessory" : 0
skeleton(integer) : "Skeleton" : 0
skin(integer) : "Skin" : 0
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) size(-8 -8 -8, 8 8 8) = cycler_prdroid : "Prdroid Cycler" []
@PointClass Group("Scripting") sprite() base(Targetname) = 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 Group("Scripting") base(Character) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler"
[
model(studio) : "Model"
]
@PointClass Group("Effects") iconsprite("sprites/debrisshooter.spz") base(Targetname) size(-16 -16 -16, 16 16 16) color(255 0 0) = debrisshooter : "Debris Shooter"
[
m_iDebrisModel(string) : "Model for debris" : "models/osprey_enginegibs.mdl"
m_iDebrisCapacity(integer) : "Number of Debris" : 3
delay(string) : "Delay between shots" : "0"
m_flDebrisVelocity(integer) : "Debris Velocity" : 200
m_flVariance(string) : "Course Variance" : "0.15"
m_flDebrisLife(string) : "Debris Life" : "4"
m_flDebrisPitch(string) : "Debris Pitch" : "0"
Spawnflags(flags) =
[
1 : "Repeatable" : 0
]
]
@PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
framerate(string) : "Framerate" : "10.0"
model(string) : "Sprite Name" : "sprites/fire.spr"
scale(string) : "Scale" : "1.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
//
// Enemies
//
@PointClass Group("Enemies") studio("models/osato_gunship.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-360 -360 -172, 360 360 8) = enemy_attackcopter : "Enemy Attackcopter"
[
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"
// 12: "Special Death"
// ]
TriggerCondition(Flags) =
[
1 : "See Player, Mad at Player" : 0
2 : "Take Damage" : 0
4 : "50% Health Remaining" : 0
8 : "Death" : 0
// 16 : "Squad Member Die" : 0
// 32 : "Squad Leader Die" : 0
64 : "Hear World" : 0
128 : "Hear Player" : 0
256 : "Hear Combat" : 0
512: "See Player Unconditional" : 0
1024: "See Player, Not In Combat" : 0
2048: "Special Death" : 0
4096: "Knocked Out" : 0
]
deathtarget(String) : "Death Target" : ""
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
32 : "Random Path" : 0
8192: "Ignore Player" : 0
1048576: "Don't Move" : 0
]
skin (integer) : "Skin" : 0
cameratarget (String) : "Camera Target" : ""
pathtarget0(string) : "Path Target 0" : ""
pathtarget1(string) : "Path Target 1" : ""
pathtarget2(string) : "Path Target 2" : ""
pathtarget3(string) : "Path Target 3" : ""
pathtarget4(string) : "Path Target 4" : ""
]
@PointClass Group("Enemies") base(Character) size(-16 -16 0, 16 16 72) = enemy_generic : "Generic Enemy"
[
model(studio) : "Model"
netname(string) : "Squad Name"
sight_dist(integer) : "Sight Distance" : 2048
Spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
primary_weapon(choices) : "Primary Weapon" : 1 =
[
0 : "None"
1 : "Commando"
2 : "Frinesi"
3 : "MP9"
4 : "MP9 Silenced"
5 : "L96"
6 : "L96 Arctic"
7 : "Kowloon"
8 : "PDW90"
]
secondary_weapon(choices) : "Secondary Weapon" : 0 =
[
0 : "None"
1 : "Flash Grenade"
2 : "Smoke Grenade"
3 : "Frag Grenade"
]
num_grenades(integer) : "Number of Grenades" : 0
body_index(integer) : "Body Index" : 0
head_index(integer) : "Head Index" : 0
gun_index(integer) : "Gun Index" : 1
accessory_index(integer) : "Accessory Index" : 0
voice_pitch(integer) : "Voice Pitch" : 100
char_name(string) : "Character directory" : ""
sent_prefix(string) : "Sentences File Prefix" : ""
]
@PointClass Group("Enemies") studio("models/helicopter_austria_02.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-360 -360 -172, 360 360 8) = enemy_helicopter : "Enemy Helicopter"
[
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"
// 12: "Special Death"
// ]
TriggerCondition(Flags) =
[
1 : "See Player, Mad at Player" : 0
2 : "Take Damage" : 0
4 : "50% Health Remaining" : 0
8 : "Death" : 0
// 16 : "Squad Member Die" : 0
// 32 : "Squad Leader Die" : 0
64 : "Hear World" : 0
128 : "Hear Player" : 0
256 : "Hear Combat" : 0
512: "See Player Unconditional" : 0
1024: "See Player, Not In Combat" : 0
2048: "Special Death" : 0
4096: "Knocked Out" : 0
]
deathtarget(String) : "Death Target" : ""
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
32 : "Random Path" : 0
8192: "Ignore Player" : 0
1048576: "Don't Move" : 0
]
skin (integer) : "Skin" : 0
cameratarget (String) : "Camera Target" : ""
pathtarget0(string) : "Path Target 0" : ""
pathtarget1(string) : "Path Target 1" : ""
pathtarget2(string) : "Path Target 2" : ""
pathtarget3(string) : "Path Target 3" : ""
pathtarget4(string) : "Path Target 4" : ""
]
@PointClass Group("Enemies") studio("models/ninja.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_ninja : "Ninja"
[
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"
// 12: "Special Death"
// ]
TriggerCondition(Flags) =
[
1 : "See Player, Mad at Player" : 0
2 : "Take Damage" : 0
4 : "50% Health Remaining" : 0
8 : "Death" : 0
// 16 : "Squad Member Die" : 0
// 32 : "Squad Leader Die" : 0
64 : "Hear World" : 0
128 : "Hear Player" : 0
256 : "Hear Combat" : 0
512: "See Player Unconditional" : 0
1024: "See Player, Not In Combat" : 0
2048: "Special Death" : 0
4096: "Knocked Out" : 0
]
deathtarget(String) : "Death Target" : ""
Spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "CharacterClip" : 0
8 : "Head Turn" : 0
16: "Prisoner" : 0
128: "WaitForScript" : 0
512: "Fade Corpse" : 0
8192: "Ignore Player" : 0
16384: "Break Script" : 0
32768: "No Cover" : 0
65536: "Patrol" : 0
262144: "Death Cam" : 0
524288: "Initial Event" : 0
1048576: "Don't Move" : 0
2097152: "Is Guard" : 0
4194304: "Is Deaf" : 0
]
message (String) : "Hostage Group" : ""
skin (integer) : "Skin" : 0
initeventid (Choices) : "Initial AI Event" : 0 =
[
0 : "None"
1 : "Killed"
2 : "Move"
3 : "Use Constant"
4 : "Use Toggle"
5 : "New Enemy"
6 : "Node See Enemy"
]
deathcam (String) : "Death Camera" : ""
excludeaievents(Flags) =
[
1: "Killed" : 0
2: "Move" : 0
4: "Use Continuous" : 0
8: "Use Toggle" : 0
16: "New Enemy" : 0
32: "Node See Enemy" : 0
]
cameratarget (String) : "Camera Target" : ""
]
@PointClass Group("Enemies") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_sentry : "Sentry Turret Gun"
[
model(studio) : "Model"
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
]
@PointClass Group("Enemies") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 0, 16 16 72) = enemy_scubasteve : "Scuba Steve"
[
model(studio) : "Model"
head(integer) : "Head" : 0
netname(string) : "Squad Name"
]
@PointClass Group("Enemies") studio("models/yakuza_driver.mdl") base(Character) size(-16 -16 0, 16 16 72) = enemy_yakuza_driver : "Yakuza Driver"
[
netname(string) : "Squad Name"
sight_dist(integer) : "Sight Distance" : 512
Spawnflags(Flags) =
[
32 : "SquadLeader" : 0
4096 : "Hazard Team" : 0
]
]
@PointClass Group("Enemies") studio("models/spotlight.mdl") base(Global, Targetname, Target, RenderFields, ModelFixedLight) = enemy_searchlight : "Enemy Searchlight"
[
sequencename(String) : "Sequence Name" : "idle1"
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Start Off" : 0
4: "Don't Track" : 0
]
alarmtarget(string) : "Alarm Target" : ""
brokentarget(string) : "Broken Target" : ""
netname(string) : "Squad Name" : ""
alarmsquad(string) : "Alarm Squad" : ""
alarmdist(string) : "Alarm Distance" : "0.0"
alarmaccuracy(string) : "Alarm Accuracy" : "0.0"
moverate(string) : "Movement Rate" : "0.5"
]
@PointClass Group("Enemies") base(Targetname, Target) = enemy_searchlight_target : "Enemy Searchlight Target" []
@PointClass Group("Enemies") studio("models/sec_camera1.mdl") base(Global, Targetname, Target, RenderFields, ModelFixedLight) = enemy_videocamera : "Enemy Video Camera"
[
sequencename(String) : "Sequence Name" : "idle1"
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Start Off" : 0
4: "Don't Track" : 0
]
alarmtarget(string) : "Alarm Target" : ""
netname(string) : "Squad Name" : ""
alarmsquad(string) : "Alarm Squad" : ""
alarmdist(string) : "Alarm Distance" : "0.0"
alarmaccuracy(string) : "Alarm Accuracy" : "0.0"
moverate(string) : "Movement Rate" : "0.5"
fieldofview(string) : "Field Of View" : "0.0"
distlook(string) : "View Distance" : "0.0"
alarmtime(string) : "Alarm Time" : "0.0"
]
@PointClass Group("Enemies") base(Targetname, Target) = enemy_videocamera_target : "Enemy Video Camera Target" []
@PointClass Group("Enemies") shape(D8) base(Target, Targetname) size( -16 -16 -16, 16 16 16) = virtual_enemy_snowguard : "Virtual Snow Guard" []
//
// Environmental Effects
//
@PointClass Group("Effects") shape(D4) base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(255 64 64) = 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.spz"
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
512: "IR Bright" : 0
]
]
@PointClass Group("Effects") shape(InvertedD4) 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 Group("Effects") 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 Group("Scripting") shape(D6) base(Targetname) = env_deathcamera : "Death Camera" []
@PointClass Group("Effects") iconsprite("sprites/env_explosion.spz") 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 Group("Effects") iconsprite("sprites/env_explosion.spz") base(Target, Targetname) size(-16 -16 -16, 16 16 16) = env_virtualexplosion : "Virtual Explosion"
[
iMagnitude(Integer) : "Magnitude" : 100
Spawnflags(flags) =
[
64: "Hit Usable" : 0
]
]
@PointClass Group("Weather Effects") base(Targetname) = env_fog : "Environmental Fog"
[
density(string) : "Density" : "1.0"
rendercolor(color255) : "Color (R G B)" : "75 75 75"
fogstart(string) : "Fog Start" : "1500"
fogend(string) : "Fog End" : "2000"
]
@PointClass Group("Scripting") shape(D20) base(Targetname) color(128 255 128) = 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 Group("Effects") sprite() base(Targetname, RenderFields) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spz"
scale(integer) : "Scale" : 1
]
@PointClass Group("Effects") iconsprite("sprites/env_fade.spz" kRenderTransAdd) base(Targetname) size(-8 -8 -8, 8 8 8) = env_fade : "Screen Fade"
[
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"
Spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
]
@PointClass Group("Effects") shape(D4) base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(255 64 64) = 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.spz"
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framestart(integer) : "Starting Frame" : 0
damage(string) : "Damage / second" : "100"
message(string) : "env_render target name" : ""
Spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass Group("Scripting") iconsprite("sprites/env_message.spz") size(-16 -16 -16, 16 16 16) base(Targetname, Target) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
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"
]
Spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
skilllevel(Choices) : "Skill Level" : 0 =
[
0 : "None"
1 : "Easy"
2 : "Medium"
3 : "Hard"
]
]
@SolidClass Group("Effects") = env_rain : "Rain Zone"
[
]
@PointClass Group("Effects") shape(D10) base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
message(string) : "Targeted name" : ""
Spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
65536: "Use Targeted" : 0
]
]
@PointClass Group("Scripting") shape(D20) color(128 255 128) = env_scoring : "Global Scoring State"
[
bondmoments(integer) : "Bond Moments" : 0
bondsecrets(integer) : "Bond Secrets" : 0
]
@PointClass Group("Effects") iconsprite("sprites/env_shake.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = env_shake : "Screen Shake"
[
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"
Spawnflags(flags) =
[
1: "GlobalShake" : 0
]
]
@PointClass Group("Effects") iconsprite("sprites/env_shooter.spz") 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
]
@SolidClass Group("Effects") = env_snow : "Snow Zone"
[
]
@PointClass Group("Sound") iconsprite("sprites/env_sound.spz") size(-8 -8 -8, 8 8 8) = 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 Group("Effects") iconsprite("sprites/env_spark.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
Spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass Group("Effects") sprite() base(Targetname, RenderFields) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/glow01.spz"
scale(string) : "Scale" : ""
Spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
@SolidClass Group("Misc") base(Targetname) = func_balancebeam : "Balance Beam"
[
firsttarget(target_source) : "Start Point"
lasttarget(target_source) : "End Point"
Spawnflags(flags) =
[
1: "Start OFF" : 0
]
]
@SolidClass Group("Misc") base(Breakable, ZHLTOptions, RenderFields) = func_breakable : "Breakable Object"
[
_minlight(string) : "Minimum light level"
Spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
8 : "Fancy" : 0
256: "Instant Crowbar" : 1
65536 : "Allow Bullets" : 0
]
]
@SolidClass Group("Buttons") base(Global, Targetname, Target, RenderFields, ZHLTOptions) = 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"
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"
Spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
]
@SolidClass Group("Misc") base(Targetname) = func_climbable : "Wall Climbing Area"
[
]
@SolidClass Group("Movers") base(Global,RenderFields, Targetname, ZHLTOptions) = func_conveyor : "Conveyor Belt"
[
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
Spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
]
@SolidClass Group("Doors") base(Door, ZHLTOptions) = func_door : "Basic door"
[
Spawnflags(flags) =
[
65536 : "Allow Bullets" : 0
]
]
@SolidClass Group("Doors") base(Door, ZHLTOptions) = func_door_rotating : "Rotating door"
[
distance(integer) : "Distance (deg)" : 90
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
Spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
65536 : "Allow Bullets" : 0
]
]
@SolidClass Group("Misc") base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass Group("Movers") base(Targetname, RenderFields, Global) = func_guntarget : "Moving platform"
[
speed(integer) : "Speed (units per second)" : 100
target(target_source) : "First stop target"
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass Group("Misc") base(Targetname) = func_huggable : "Wall Hugging Area"
[
idealexityaw(string) : "Ideal Exit Yaw" : "0.0"
]
@SolidClass Group("Misc") base(Targetname) = func_handoverhand : "Hand Over Hand Wire"
[
firsttarget(target_source) : "Start Point"
lasttarget(target_source) : "End Point"
Spawnflags(flags) =
[
1: "Start OFF" : 0
]
]
@SolidClass Group("Misc") base(Targetname, RenderFields, ZHLTOptions) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
]
_minlight(string) : "Minimum light level"
]
@SolidClass Group("Misc") base(Targetname) = func_ladder : "Ladder" []
@SolidClass Group("Misc") base(Targetname) = func_ledgehang : "Ledge to hang on"
[
firsttarget(target_source) : "Start Point"
lasttarget(target_source) : "End Point"
Spawnflags(flags) =
[
1: "Start OFF" : 0
]
]
@SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_modeltrainclip : "Associated model train clip brush" []
@SolidClass Group("Misc") base(Targetname) = func_monsterclip : "Monster clip brush" []
@SolidClass Group("Misc") base(Targetname) = func_characterclip : "Character clip brush" []
@SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_pathtruck_clip : "Associated path truck clip brush" []
@SolidClass Group("Misc") base(Targetname, Global, RenderFields) = func_pathvehicle_clip : "Associated path vehicle clip brush" []
@SolidClass Group("Movers") base(Global,Appearflags, Targetname, RenderFields) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
Spawnflags(flags) =
[
1: "Start ON" : 0
8: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
]
@SolidClass Group("Movers") base(Targetname,Global,RenderFields, PlatSounds) = func_plat : "Elevator"
[
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
Spawnflags(Flags) =
[
1: "Toggle" : 0
]
]
@SolidClass Group("Movers") base(Targetname, Global, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform"
[
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"
Spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
]
@SolidClass Group("Misc") base(Breakable, RenderFields) = func_pushable : "Pushable object"
[
size(choices) : "Hull Size" : 0 =
[
0: "Point size"
1: "Player size"
2: "Big Size"
3: "Player duck"
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
Spawnflags(flags) =
[
128: "Breakable" : 0
]
]
@SolidClass Group("Misc") base(Targetname) = func_ropeclimb : "Climbable Rope"
[
]
@SolidClass Group("Buttons") base(Targetname, Global, RenderFields) = func_rot_button : "RotatingButton"
[
target(target_destination) : "Targetted object"
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
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
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
]
]
@SolidClass Group("Movers") base(Targetname, Global, RenderFields) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(sound) : "WAV Name"
_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
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
]
]
@SolidClass Group("Turrets") base(BaseTank) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass Group("Turrets") = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass Group("Turrets") base(BaseTank) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass Group("Turrets") base(BaseTank) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass Group("Turrets") base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass Group("Movers") base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass Group("Movers") base(Trackchange) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass Group("Movers") base(Targetname, Global, RenderFields) = func_tracktrain : "Track Train"
[
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"
Spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Passable" : 0
]
]
@SolidClass Group("Movers") = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass Group("Movers") base(Targetname, Global, RenderFields) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
skin(integer) : "Contents" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
_minlight(string) : "Minimum light level"
Spawnflags(flags) =
[
8 : "Not solid" : 0
]
]
@SolidClass Group("Misc") base(Targetname, Appearflags, RenderFields, Global, ZHLTOptions) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
Spawnflags(flags) =
[
65536 : "Allow Bullets" : 0
]
]
@SolidClass Group("Misc") base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
Spawnflags(flags) =
[
1 : "Starts Invisible" : 0
2 : "Allow Path" : 0
65536 : "Allow Bullets" : 0
]
]
@SolidClass Group("Movers") base(Door, ZHLTOptions) = func_water : "Liquid"
[
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
]
WaveHeight(string) : "Wave Height" : "3.2"
watermodel(string) : "Water model"
Spawnflags(flags) =
[
1 : "Starts Open" : 0
2 : "No model" : 0
256:"Use Only" : 0
]
tesselation(integer) : "Tesselation" : 0
texture(string) : "Texture" : ""
]
//
// Multiplayer Game Entities
//
@PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_counter : "Fires when it hits limit"
[
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
Spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname, Target) = game_counter_set : "Sets a game_counter"
[
master(string) : "Master"
frags(integer) : "New Value" : 10
Spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_end : "End this multiplayer game"
[
master(string) : "Master"
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_equip : "Initial player equipment"
[
default_weapon(string) : "Default Weapon"
master(string) : "Team Master"
Spawnflags(flags) =
[
1: "Use Only" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "999"
master(string) : "Master"
Spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_player_team : "Allows player to change teams"
[
target(string) : "game_team_master to use"
master(string) : "Master"
Spawnflags(flags) =
[
1 : "Remove On fire" : 0
2 : "Kill Player" : 0
4 : "Gib Player" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname) = game_score : "Award/Deduct Points"
[
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master"
Spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_team_master : "Team based master/relay"
[
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"
Spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname, Targetx) = game_team_set : "Sets team of team_master"
[
master(string) : "Master"
Spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass Group("Multiplayer") shape(D8) base(Targetname, Target) = game_text : "HUD Text Message"
[
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"
Spawnflags(flags) =
[
1: "All Players" : 0
]
]
@SolidClass Group("Multiplayer") 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 Group("Effects") iconsprite("sprites/gibshooter.spz") base(gibshooterbase) size(-8 -8 -8, 8 8 8) = gibshooter : "Gib Shooter" []
//
// Info Entities
//
@PointClass Group("Scripting") shape(BOXDIAMOND) base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 128 0) = info_aievent : "Squad Leader AI Event"
[
m_iszEntity(string) : "Target Character"
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"
]
eventtype(Choices) : "Event Type" : 0 =
[
0 : "None"
1 : "Killed"
2 : "Move"
3 : "Use Constant"
4 : "Use Toggle"
5 : "New Enemy"
6 : "Node See Enemy"
]
anglerange(string) : "Angle Range" : "15"
animcount(integer) : "Anim Count" : 1
Spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
256 : "Check Direction" : 0
512 : "Turn To Face" : 1
]
probability(string) : "Probability" : "1.0"
usetarget(string) : "Use Target" : ""
]
@PointClass Group("Scripting") shape(InvertedD6) base(Target, Targetname) color(255 255 64) = info_camera : "Camera"
[
wait(string) : "Wait Time" : "0.0"
pathindex(integer) : "Path Index" : 0
acceleration(string) : "Acceleration" : "0.0"
deceleration(string) : "Deceleration" : "0.0"
viewent(string) : "View Entity" : ""
Spawnflags(Flags) =
[
4 : "Lock Player" : 0
]
]
@PointClass Group("Scripting") shape(InvertedD4) base(Target, Targetname) color(64 255 255) = info_camera_node : "Camera Node"
[
wait(string) : "Wait Time" : "0.0"
acceleration(string) : "Acceleration" : "0.0"
deceleration(string) : "Deceleration" : "0.0"
viewent(string) : "View Entity" : ""
wavefile(string) : "Sound" : ""
targetent(string) : "Target Entity" : ""
]
@PointClass Group("Scripting") shape(InvertedD4) base(Targetname) color(255 64 255) = info_camera_viewnode : "Camera View Node" []
@PointClass Group("Items") studio("models/player.mdl") base(PlayerClass) = info_ctfspawn : "Player CTF Start"
[
team_no(Choices) : "Team" : 0 =
[
0 : "Random"
1 : "MI6"
2 : "Phoenix"
]
]
@PointClass Group("Items") shape(D6) = 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 MI6 icon" : "item_ctfscorebm"
score_icon_nameof(string) : "Non-Flag Phoenix icon" : "item_ctfscoreof"
map_score_max(string) : "Maximum Map Team Score" : "0"
]
@PointClass Group("Effects") decal() size(-4 -4 -4, 4 4 4) color(0 0 0) base(Targetname, Appearflags) = infodecal : "Decal"
[
texture(decal)
]
@PointClass Group("Scripting") shape(D6) base(Target) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
@PointClass Group("Scripting") shape(InvertedD4) base(Targetname) color(255 255 0) = info_landmark : "Transition Landmark" []
@PointClass Group("Nodes") shape(InvertedBoxPyramid) node() size(-24 -24 -12, 24 24 4) color(255 255 0) = info_node : "ai node"
[
nodetype(Flags) =
[
1 : "Land" : 0
2 : "Air" : 0
4 : "Water" : 0
8 : "Override" : 0
16 : "Patrol" : 0
32 : "Patrol Face" : 0
64 : "Boss Jump" : 0
128 : "Boss Only" : 0
]
Spawnflags(Flags) =
[
1 : "Sweep" : 0
2 : "Sweep Run" : 0
4 : "Crouch" : 0
8 : "Stand" : 0
16 : "Jump" : 0
32 : "Wall Cover" : 0
536870912 : "Air Node" : 0
1073741824 : "Water Node" : 0
2147483648 : "Land Node" : 0
]
]
@PointClass Group("Nodes") shape(BoxPyramid) node() size(-24 -24 -4, 24 24 12) color(200 200 255) = info_node_air : "ai air node" []
@PointClass Group("Targets") shape(D6) base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass Group("Targets") shape(D6) base(Target) = info_picture_target : "Picture Target" []
@PointClass Group("Player") studio("models/holo.mdl") base(PlayerClass) = info_player_coop : "Player cooperative start"
[
index(integer) : "Index" : 0
]
@PointClass Group("Player") studio("models/player.mdl") base(PlayerClass) = info_player_deathmatch : "Player deathmatch start"
[
target(target_destination) : "Target"
master(string) : "Master"
]
@PointClass Group("Player") studio("models/player.mdl") base(Targetname) base(PlayerClass) = info_player_start : "Player 1 start"
[
spawnflags(flags) =
[
1: "Parachute" : 0
2: "Zero G" : 0
]
]
@Pointclass Group("Effects") = info_snow : "Snow Settings"
[
snow_distance(integer) : "Snow Distnace" : 1000
snow_interval(integer) : "Snow Info" : 90
snow_amount(integer) : "Number Of Flakes" : 200
]
@PointClass Group("Targets") iconsprite("sprites/info_target.spz") base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
@PointClass Group("Targets") shape(D6) size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
//
// Items
//
@PointClass Group("Items") studio("models/w_armor_plate.mdl") = item_armor_plate : "Armor Plate" []
@PointClass Group("Items") studio("models/w_suit.mdl") = item_armor_vest : "Armor Vest" []
@PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_breakable : "Breakable scenery item"
[
model(studio) : "Model"
sequencename(String) : "Sequence Name" : "idle1"
usesequencename(String) : "Use Sequence Name" : ""
usebody(integer) : "Use Body" : 0
useskin(integer) : "Use Skin" : 0
skin(Integer) : "Skin" : 0
body(Integer) : "Body" : 0
gibmodel(studio) : "Gib Model" : "none"
papermodel(sprite) : "Paper Model" : "none"
hitanim(String) : "Damage Animation" : "none"
hitidle(String) : "Damaged Idle" : "none"
posthitanim(String) : "Already Damaged Damage Anim" : "none"
damagedbody(Integer) : "Damaged Body" : 0
material(choices) : "Material" : 0 =
[
0: "Generic"
1: "Glass"
2: "Pottery"
3: "Paper"
4: "Sparks"
]
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Solid" : 0
4: "Kill When Damaged" : 1
8: "Fall" : 0
16: "Wait For Trigger" : 0
32: "Use Once" : 0
64: "No Damage When Broken" : 0
128: "Player Usable" : 0
256: "Spotlight" : 0
512: "Gib Once" : 0
]
max_health(integer) : "Starting Health" : 1
explosionscale(integer) : "Explosion Scale" : 0
]
@PointClass Group("Items") studio("models/w_glasses.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctflongjump : "Longjump Module for CTF" []
@PointClass Group("Items") studio("models/battery_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfportablebattery : "Portable Battery charger for CTF" []
@PointClass Group("Items") studio("models/armor_vest_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfregeneration : "Health regeneration for CTF" []
@PointClass Group("Items") studio("models/skull_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfaccelerator : "Double Weapon Damage for CTF" []
@PointClass Group("Items") studio("models/ammo_powerup.mdl") base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfbackpack : "Backpack Powerup for CTF" []
@PointClass base(CTFItem) size(-16 -16 0, 16 16 36) = item_ctfspeed : "Speed Powerup for CTF" []
@PointClass Group("Items") studio("models/servant_girl.mdl") base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfflag : "CTF Flag"
[
model(studio) : "Model" : "models/servant_girl.mdl"
]
@PointClass Group("Items") studio("models/koi_large.mdl") base(CTFAttributes) size(-16 -16 0, 16 16 72) = item_ctfbase : "CTF Goal"
[
model(choices) : "Model" : "models/ctf_flag_stand_mi6.mdl" =
[
"models/ctf_flag_stand_mi6.mdl" : "ctf_flag_stand_mi6.mdl"
"models/ctf_flag_stand_phoenix.mdl" : "ctf_flag_stand_phoenix.mdl"
]
]
@PointClass Group("World Items") studio("models/worm_drive.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) = item_drivetarget : "QDrive"
[
body(Integer) : "Body" : 0
decodesound(string) : "Decode Sound" : "misc/padlock.wav"
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Stay Around" : 0
]
]
@PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_generic : "Generic scenery item"
[
model(studio) : "Model"
sequencename(String) : "Sequence Name" : "idle1"
usesequencename(String) : "Use Sequence Name" : ""
usebody(integer) : "Use Body" : 0
useskin(integer) : "Use Skin" : 0
skin(Integer) : "Skin" : 0
body(Integer) : "Body" : 0
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Solid" : 0
4: "Break" : 0
8: "Fall" : 0
16: "Wait For Trigger" : 0
32: "Use Once" : 0
128: "Player Usable" : 0
256: "Spotlight" : 0
]
brokenbody(integer) : "Broken Body" : 0
fallingbody(integer) : "Falling Body" : 0
minbbox(string) : "Min BBox" : "0 0 0"
maxbbox(string) : "Max BBox" : "0 0 0"
gibmodel(studio) : "Gib Model"
fallanim(string) : "Fall Animation" : ""
initialbody2(integer) : "Initial Body 2" : 0
initialbody3(integer) : "Initial Body 3" : 0
initialbody4(integer) : "Initial Body 4" : 0
initialbody5(integer) : "Initial Body 5" : 0
]
@PointClass size(-16 -16 0, 16 16 36) base(Targetx) = item_grappletarget : "Grapple Target" []
@PointClass Group("World Items") studio("models/padlock.mdl") base(Targetname, Target, RenderFields, ModelFixedLight) = item_padlock : "Breakable padlock"
[
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
]
health(integer) : "Strength" : 60
]
@PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_lasertarget : "Laser Breakable Item"
[
model(studio) : "Model" : "models/padlock.mdl"
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Stay Around" : 0
]
breaksound(string) : "Break Sound" : "misc/padlock.wav"
breakbody(integer) : "Break Body" : 0
breakskin(integer) : "Break Skin" : 0
health(integer) : "Strength" : 90
]
@PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = item_locktarget : "Electronic Lock"
[
model(studio) : "Model" : "models/keypad.mdl"
Spawnflags(flags) =
[
1: "Drop to Floor" : 0
2: "Stay Around" : 0
]
unlocksound(string) : "Unlock Sound" : "misc/padlock.wav"
lockedtarget(string) : "Locked Target" : ""
body(Integer) : "Body" : 0
unlockbody(integer) : "Unlock Body" : 0
unlockskin(integer) : "Unlock Skin" : 0
health(string) : "Time" : "5.0"
]
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : "Security card" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_scubasuit : "Scuba Suit" []
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_space_suit : "Space Suit" []
//
// Lighting
//
@PointClass Group("Lighting") sprite("sprites/lightbulb.spr") base(Target, Targetname, Light) size(-8 -8 -8, 8 8 8) = entity_light : "Entity Lightsource"
[
Spawnflags(Flags) =
[
1 : "Initially dark" : 0
2 : "Entity Lighting" : 1
]
]
@PointClass Group("Lighting") studio("models/bulb.mdl") base(Targetname, Target, Light) size(-8 -8 -8, 8 8 8) = light : "Invisible lightsource"
[
Spawnflags(Flags) =
[
1 : "Initially dark" : 0
2 : "Entity Lighting" : 0
]
]
@PointClass Group("Lighting") studio("models/bulb.mdl") size(-8 -8 -8, 8 8 8) = light_environment : "Environment"
[
_light(color255) : "Brightness" : "255 255 128 200"
_fade(integer) : "Fade Value (1/dist^2*fade)"
pitch(string) : "Pitch of the sun" : "-75"
_falloff(choices) : "Falloff Type" : 2 =
[
1: "Inverse Linear"
2: "Inverse Square"
]
]
@PointClass Group("Lighting") studio("models/bulb.mdl") base(Targetname, Target, Light) size(-8 -8 -8, 8 8 8) = light_spot : "Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
Spawnflags(Flags) =
[
1 : "Initially dark" : 0
2 : "Entity Lighting" : 0
]
]
@SolidClass Group("Doors") base(Door) = momentary_door : "Momentary/Continuous door"
[
Spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass Group("Buttons") base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targetted object"
speed(integer) : "Speed" : 50
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
Spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
]
@PointClass Group("Scripting") iconsprite("sprites/multi_manager.spz") base(Targetname) color(255 128 0) size(-8 -8 -8, 8 8 8) = multi_kill_manager : "MultiKill Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass Group("Scripting") iconsprite("sprites/multi_manager.spz") base(Targetname) color(255 128 0) size(-8 -8 -8, 8 8 8) = multi_manager : "MultiTarget Manager"
[
Spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass Group("Scripting") iconsprite("sprites/multisource.spz") base(Targetname, Target) color(128 255 128) size(-8 -8 -8, 8 8 8) = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
//
// Non-Player Characters (NPCs)
//
@PointClass Group("NPCs") base(Character, TalkCharacter) size(-16 -16 -36, 16 16 36) = npc_aigeneric : "Generic NPC with AI"
[
model(studio) : "Model"
sight_dist(integer) : "Sight Distance" : 2048
body(Integer) : "Body" : 0 // These next three are left over. I've changed names to comply with the way enemy_generics work
head(integer) : "Head" : 0
accessory(integer) : "Accessory" : 0
body_index(integer) : "Body Index" : 0
head_index(integer) : "Head Index" : 0
gun_index(integer) : "Gun Index" : 0
accessory_index(integer) : "Accessory Index" : 0
char_name(string) : "Character directory" : ""
sent_prefix(string) : "Sentences File Prefix" : ""
max_health(integer) : "Max Health" : 8
rescuetarget (String) : "Rescue Target" : ""
Spawnflags(Flags) =
[
32: "Pain Sentence" : 0
]
]
@PointClass Group("NPCs") base(Character, RenderFields) size(-16 -16 -36, 16 16 36) = npc_generic : "Generic NPC"
[
model(studio) : "Model"
sight_dist(integer) : "Sight Distance" : 2048
body(Integer) : "Body" : 0
head(integer) : "Head" : 0
accessory(integer) : "Accessory" : 0
skin(integer) : "Skin" : 0
target_trigger(string) : "Target Trigger" : ""
trigger_hits(integer) : "Trigger Hits" : 4
Spawnflags(Flags) =
[
4 : "Not solid" : 0
8 : "Turn Head" : 0
131072 : "Dummy" : 0
]
max_health(integer) : "Max Health" : 8
rescuetarget (String) : "Rescue Target" : ""
]
@PointClass Group("NPCs") base(Character) size(-6 -6 0, 6 6 6) = npc_koi : "Koi"
[
model(studio) : "Model"
]
@PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_modeltrain : "ModelTrain"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
65536 : "Start Animating" : 0
131072 : "Death on retrigger" : 0
262144 : "Sprite Train" : 0
]
explode_sprite(string) : "Explode Sprite" : ""
body_gibs(string) : "Body Gibs" : ""
model(studio) : "Model"
body(Integer) : "Body" : 0
speed(integer) : "Model Speed" : 0
yaw_speed(integer) : "Model rot. Speed" : 0
running_sequence(string) : "Running Sequence" : ""
framerate(string) : "Framerate (Sprite Only)" : "10.0"
clip_model(string) : "Clip Brush Name" : ""
]
@PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_pathtruck : "Path Truck"
[
model(studio) : "Model"
body(Integer) : "Body" : 0
speed(integer) : "Model Speed" : 0
yaw_speed(integer) : "Model rot. Speed" : 0
running_sequence(string) : "Running Sequence" : ""
clip_model(string) : "Clip Brush Name" : ""
]
@PointClass Group("NPCs") base(Targetname, Target, RenderFields, ModelFixedLight) size(-16 -16 -16, 16 16 16) = npc_pathvehicle : "Path Vehicle"
[
model(studio) : "Model"
body(Integer) : "Body" : 0
speed(integer) : "Model Speed" : 0
yaw_speed(integer) : "Model rot. Speed" : 0
running_sequence(string) : "Running Sequence" : ""
clip_model(string) : "Clip Brush Name" : ""
clip_model_shut(string) : "Closed Clip Brush Name" : ""
sound(string) : "Sound" : ""
]
@PointClass Group("NPCs") shape(D8) base(Target, Targetname) size( -16 -16 -16, 16 16 16) = virtual_npc_zoe : "Virtual Zoe" []
@PointClass Group("Effects") base(Targetname, RenderFields) sprite() = particle_emitter : "Particle Emitter"
[
target_origin(target_source) : "Target Source" : "none"
target_direction(target_destination): "Target Direction" : ""
particle_speed(integer): "Particle Speed" : 100
particle_noise(integer): "Random noise" : 40
particle_count(integer): "Particles Per Bust" : 10
rnd_count(integer) : "Randomness for Particle Count" : 0
frequency(integer) : "Frequency" : 1
particle_texture(sprite) : "Texture" : ""
particle_gravity(integer) : "Gravity" : 10
particle_type(choices) : "Particle Shape" : 0 =
[
0: "Sprite"
1: "Plane"
2: "Sphere"
3: "Cylinder"
4: "Disk"
5: "Cone"
]
particle_scale(integer) : "Size" : 20
scale_speed(integer) : "Scale Speed" : 0
fade_speed(integer) : "Fade Speed" : 0
particle_life(integer) : "Particle Life" : 20
particle_avelocity(string) : "Angular Velocity" : "0 0 0"
Spawnflags(Flags) =
[
1 : "Collide Kill" : 0
2 : "Collide World" : 0
4 : "Collide All" : 0
8: "Animate And Die" : 0
16: "Random Frame" : 0
32: "Start On" : 0
64: "Sine Wave" : 0
]
]
@PointClass Group("Nodes") shape(InvertedD4) node() base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
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"
netname(string) : "Sequence To Play" : ""
Spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport" : 0
4: "Fire once" : 0
16: "Reverse" : 0
]
]
@PointClass Group("Nodes") shape(InvertedD4) node() base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
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
Spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
]
@PointClass Group("World Items") base(Targetname, Target, RenderFields, ModelFixedLight) = physics_lantern : "Hanging Latern Physics object"
[
model(studio) : "Model"
]
//
// Player Events
//
@PointClass Group("Scripting") shape(D6) 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 Group("Scripting") shape(D6) base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []
@PointClass Group("Scripting") iconsprite("sprites/scripted_sentence.spz") base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
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"
]
Spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
]
@PointClass Group("Scripting") iconsprite("sprites/scripted_sequence.spz") base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Character"
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 Drop" : 0
]
]
@PointClass Group("Sound") iconsprite("sprites/speaker.spz") base(Targetname) size(-8 -8 -8, 8 8 8) = 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 Group("Sound") shape(D6) 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 Group("Scripting") shape(D6) base(Targetname, Targetx) = trigger_acfiremissile : "Attack Copter Fire Missile"
[
message(string) : "Missile Trigger" : ""
]
@PointClass Group("Scripting") shape(D6) base(Targetx) = trigger_auto : "AutoTrigger"
[
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
Spawnflags(Flags) =
[
1 : "Remove On fire" : 1
]
]
@SolidClass Group("Triggers") base(Targetname) = trigger_autosave : "AutoSave Trigger"
[
master(string) : "Master"
]
@PointClass Group("Triggers") shape(D6) base(Targetname, Targetx) = trigger_bit : "Trigger Bit"
[
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
skin(flags) =
[
1: "Bit 1" : 0
2: "Bit 2" : 0
4: "Bit 3" : 0
8: "Bit 4" : 0
16: "Bit 5" : 0
32: "Bit 6" : 0
64: "Bit 7" : 0
128: "Bit 8" : 0
256: "Bit 9" : 0
512: "Bit 10" : 0
1024: "Bit 11" : 0
2048: "Bit 11" : 0
4096: "Bit 12" : 0
8192: "Bit 13" : 0
16384: "Bit 14" : 0
32768: "Bit 15" : 0
65536: "Bit 16" : 0
131072: "Bit 17" : 0
262144: "Bit 18" : 0
524288: "Bit 19" : 0
1048576: "Bit 20" : 0
2097152: "Bit 21" : 0
4194304: "Bit 22" : 0
8388608: "Bit 23" : 0
16777216: "Bit 24" : 0
33554432: "Bit 25" : 0
67108864: "Bit 26" : 0
134217728: "Bit 27" : 0
268435456: "Bit 28" : 0
536870912: "Bit 29" : 0
1073741824: "Bit 30" : 0
2147483648: "Bit 31" : 0
]
]
@PointClass Group("Triggers") shape(D6) base(Targetname, Target) = trigger_bit_counter : "Trigger Bit Counter"
[
globalstate(string) : "Global State to Set"
initialstate(flags) =
[
1: "Bit 1" : 0
2: "Bit 2" : 0
4: "Bit 3" : 0
8: "Bit 4" : 0
16: "Bit 5" : 0
32: "Bit 6" : 0
64: "Bit 7" : 0
128: "Bit 8" : 0
256: "Bit 9" : 0
512: "Bit 10" : 0
1024: "Bit 11" : 0
2048: "Bit 11" : 0
4096: "Bit 12" : 0
8192: "Bit 13" : 0
16384: "Bit 14" : 0
32768: "Bit 15" : 0
65536: "Bit 16" : 0
131072: "Bit 17" : 0
262144: "Bit 18" : 0
524288: "Bit 19" : 0
1048576: "Bit 20" : 0
2097152: "Bit 21" : 0
4194304: "Bit 22" : 0
8388608: "Bit 23" : 0
16777216: "Bit 24" : 0
33554432: "Bit 25" : 0
67108864: "Bit 26" : 0
134217728: "Bit 27" : 0
268435456: "Bit 28" : 0
536870912: "Bit 29" : 0
1073741824: "Bit 30" : 0
2147483648: "Bit 31" : 0
]
triggermask(flags) =
[
1: "Bit 1" : 0
2: "Bit 2" : 0
4: "Bit 3" : 0
8: "Bit 4" : 0
16: "Bit 5" : 0
32: "Bit 6" : 0
64: "Bit 7" : 0
128: "Bit 8" : 0
256: "Bit 9" : 0
512: "Bit 10" : 0
1024: "Bit 11" : 0
2048: "Bit 11" : 0
4096: "Bit 12" : 0
8192: "Bit 13" : 0
16384: "Bit 14" : 0
32768: "Bit 15" : 0
65536: "Bit 16" : 0
131072: "Bit 17" : 0
262144: "Bit 18" : 0
524288: "Bit 19" : 0
1048576: "Bit 20" : 0
2097152: "Bit 21" : 0
4194304: "Bit 22" : 0
8388608: "Bit 23" : 0
16777216: "Bit 24" : 0
33554432: "Bit 25" : 0
67108864: "Bit 26" : 0
134217728: "Bit 27" : 0
268435456: "Bit 28" : 0
536870912: "Bit 29" : 0
1073741824: "Bit 30" : 0
2147483648: "Bit 31" : 0
]
]
@PointClass Group("Scripting") shape(D6) base(Targetname) = trigger_bondmoment : "Trigger Bond Moment"
[
score_sound(string) : "Sound" : "common/mission_success.wav"
message(string) : "Message" : ""
]
@PointClass Group("Scripting") shape(D6) base(Targetname) = trigger_bondsecret : "Trigger Bond Secret"
[
score_sound(string) : "Sound" : "common/mission_success.wav"
message(string) : "Message" : ""
]
@PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
heightoffset(string) : "Height Offset" : "0"
Spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
]
@SolidClass Group("Sound") 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"
]
]
@PointClass Group("Triggers") base(Targetname, Target) shape(D6) = trigger_changecharacter : "Trigger ChangeCharacter"
[
TriggerTarget(String) : "TriggerTarget" : ""
TriggerCondition(Flags) =
[
1 : "See Player, Mad at Player" : 0
2 : "Take Damage" : 0
4 : "50% Health Remaining" : 0
8 : "Death" : 0
// 16 : "Squad Member Die" : 0
// 32 : "Squad Leader Die" : 0
64 : "Hear World" : 0
128 : "Hear Player" : 0
256 : "Hear Combat" : 0
512: "See Player Unconditional" : 0
1024: "See Player, Not In Combat" : 0
2048: "Special Death" : 0
4096: "Knocked Out" : 0
]
deathtarget(String) : "Death Target" : ""
minpatroldist (String) : "Min Patrol Dist" : "128.0"
maxpatroldist (String) : "Max Patrol Dist" : "768.0"
maxpatrolpath (String) : "Max Path Dist" : "2048.0"
waitpatroltime (String) : "Patrol Wait Time" : "0.0"
Spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "CharacterClip" : 0
8 : "Head Turn" : 0
16: "Prisoner" : 0
64: "Player Ally" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Fade Corpse" : 0
8192: "Ignore Player" : 0
16384: "Break Script" : 0
32768: "No Cover" : 0
65536: "Patrol" : 0
262144: "Death Cam" : 0
524288: "Initial Event" : 0
1048576: "Don't Move" : 0
2097152: "Is Guard" : 0
4194304: "Is Deaf" : 0
]
message (String) : "Hostage Group" : ""
deathcam (String) : "Death Camera" : ""
excludeaievents(Flags) =
[
1: "Killed" : 0
2: "Move" : 0
4: "Use Continuous" : 0
8: "Use Toggle" : 0
16: "New Enemy" : 0
32: "Node See Enemy" : 0
]
cameratarget (String) : "Camera Target" : ""
sight_dist(integer) : "Sight Distance" : 2048
]
@SolidClass Group("Triggers") = trigger_changelevel : "Trigger: Change level"
[
targetname(string) : "Name"
map(string) : "New map name"
landmark(string) : "Landmark name\Player Start name"
changetarget(target_destination) : "Change Target"
changedelay(string) : "Delay before change target" : "0"
Spawnflags(flags) =
[
1: "No Intermission" : 0
2: "USE Only" : 0
4: "Seamless" : 0
8: "New Level Unit" : 0
]
]
@PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_changesequence : "Trigger Change Sequence"
[
m_iszNewSequence(string) : "New Sequence"
]
@SolidClass Group("Triggers") base(Trigger, Targetname) = trigger_counter : "Trigger counter"
[
master(string) : "Master"
count(integer) : "Count before activation" : 2
Spawnflags(flags) =
[
1 : "No Message" : 0
]
]
@SolidClass Group("CTF") shape(D6) base(Target, Targetname) = trigger_ctfgeneric : "Trigger CTF Generic"
[
team_no(Choices) : "Team" : 0 =
[
0 : "Both Teams"
1 : "MI6 Only"
2 : "Phoenix 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"
]
]
@PointClass Group("Triggers") shape(D6) base(Targetname, Target) = trigger_endcinematic : "Trigger End Cinematic" []
@PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_endgame : "Trigger End Game" []
@SolidClass Group("Triggers") base(Targetname) = trigger_endsection : "EndSection Trigger"
[
section(string) : "Section"
Spawnflags(flags) =
[
1: "USE Only" : 0
]
]
@SolidClass Group("Triggers") base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
Spawnflags(flags) =
[
16: "Set sv_gravity" : 0
]
]
@SolidClass Group("Triggers") base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
[
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"
]
Spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
]
@SolidClass Group("Triggers") base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 10
]
@SolidClass Group("Triggers") base(Targetname,Target) = trigger_new_hurt : "Trigger player hurt (New)"
[
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"
]
Spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
]
@PointClass Group("Triggers") base(Targetname) shape(D4) color (255 0 128) = trigger_objective : "Trigger: Objective"
[
idkey(integer) : "Objective ID" : 0
message(string) : "Objective Text (Slider Bar)" : ""
netname(string) : "Hidden Objective Text (Mission Screen)" : ""
completed(integer) : "Completed" : 0
duration(integer) : "Duration" : 5
Spawnflags(flags) =
[
1: "Auto Show" : 1
2: "No Objective Screen" : 0
]
]
@SolidClass Group("Triggers") base(Trigger) = trigger_once : "Trigger: Activate once" []
@PointClass Group("Triggers") base(Targetname) shape(D4) color (255 100 240) = trigger_hudmessage : "Trigger: Hud Message"
[
message(string) : "Objective Text " : ""
duration(integer) : "Duration" : 5
Spawnflags(flags) =
[
1: "Show Immediate" : 1
2: "No Hint List" : 0
]
skilllevel(Choices) : "Skill Level" : 0 =
[
0 : "None"
1 : "Easy"
2 : "Medium"
3 : "Hard"
]
]
@PointClass Group("Scripting") shape(D6) base(Targetx, Targetname) = trigger_pathcamera : "Trigger Path Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
Spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
8: "Fixed Position" : 0
]
]
@PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_playerfreeze : "Trigger Player Freeze" []
@PointClass Group("Triggers") shape(D6) base(Targetname) color (128 255 255) = trigger_playmovie : "Trigger Play Movie"
[
message(string) : "Movie File"
]
@SolidClass Group("Triggers") base(Trigger) = trigger_push : "Trigger player push"
[
speed(integer) : "Speed of push" : 40
Spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
]
@PointClass Group("Triggers") shape(D10) base(Targetname, Targetx) = trigger_random : "Trigger Random"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Unique" : 0
4: "Sequential" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
randomrange(integer) : "Random Range" : 1
probability(string) : "Probability" : "0.0"
usetarget(string) : "Use Target" : ""
]
@PointClass Group("Scripting") shape(D6) size(-8 -8 -8, 8 8 8) color(128 0 128) base(Targetname, Targetx) = trigger_relay : "Trigger Relay"
[
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
Spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]
@PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_sneak : "Trigger Sneak Mode" []
@SolidClass Group("Triggers") base(Trigger) = trigger_teleport : "Trigger teleport" []
@PointClass Group("Triggers") shape(D6) base(Targetname) = trigger_to_first : "Trigger To FirstPerson" []
@PointClass Group("Triggers") base(Trigger) = trigger_togglehud : "Toggle Hud" []
@SolidClass Group("Triggers") base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
//
// Weapons and Gadgets
//
@PointClass Group("Weapons") studio("models/p_tripmine.mdl") base(Weapon, Targetx) = weapon_bondmine : "Bond Mine" []
@PointClass Group("Weapons") studio("models/w_commando.mdl") base(Weapon, Targetx) = weapon_commando : "Commando" []
@PointClass Group("Weapons") studio("models/w_shotgun.mdl") base(Weapon, Targetx) = weapon_frinesi : "Frinesi Shotgun" []
@PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_flashgrenade : "Flash Grenade" []
@PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_fraggrenade : "Frag Grenade" []
@PointClass Group("Weapons") studio("models/w_grapple.mdl") base(Weapon, Targetx) = weapon_grapple : "Grapple" []
@PointClass Group("Weapons") studio("models/w_grenadelauncher.mdl") base(Weapon, Targetx) = weapon_grenadelauncher : "Grenade Launcher" []
@PointClass Group("Weapons") studio("models/w_9mmhandgun.mdl") base(Weapon, Targetx) = weapon_kowloon : "Kowloon Pistol" []
@PointClass Group("Weapons") studio("models/w_awp.mdl") base(Weapon, Targetx) = weapon_l96a1 : "l96a1 Sniper" []
@PointClass Group("Weapons") studio("models/w_awp.mdl") base(Weapon, Targetx) = weapon_l96a1_winter : "l96a1 Sniper Winter" []
@PointClass Group("Weapons") studio("models/w_lighter.mdl") base(Weapon, Targetx) = weapon_lighter : "Lighter Camera" []
@PointClass Group("Weapons") studio("models/w_mac10.mdl") base(Weapon, Targetx) = weapon_mp9 : "MP9 Sub Machinegun" []
@PointClass Group("Weapons") studio("models/w_mac10.mdl") base(Weapon, Targetx) = weapon_mp9_silenced : "MP9 Silenced" []
@PointClass Group("Weapons") studio("models/w_p228.mdl") base(Weapon, Targetx) = weapon_pp9 : "PP9 Pistol" []
@PointClass Group("Weapons") studio("models/w_pda.mdl") base(Weapon, Targetx) = weapon_pda : "PDA" []
@PointClass Group("Weapons") studio("models/w_p90.mdl") base(Weapon, Targetx) = weapon_pdw90 : "PDW90" []
@PointClass Group("Weapons") studio("models/w_pen.mdl") base(Weapon, Targetx) = weapon_pen : "Dart Pen" []
@PointClass Group("Weapons") studio("models/w_rocketlauncher.mdl") base(Weapon, Targetx) = weapon_rocketlauncher : "Rocket Launcher" []
@PointClass Group("Weapons") studio("models/w_qworm.mdl") base(Weapon, Targetx) = weapon_qworm : "QWorm" []
@PointClass Group("Weapons") studio("models/w_raptor.mdl") base(Weapon, Targetx) = weapon_raptor : "Raptor Pistol" []
@PointClass Group("Weapons") studio("models/w_ronin.mdl") base(Weapon, Targetx) = weapon_ronin : "Ronin" []
@PointClass Group("Weapons") studio("models/p_grenade.mdl") base(Weapon, Targetx) = weapon_smokegrenade : "Smoke Grenade" []
@PointClass Group("Weapons") studio("models/w_taser.mdl") base(Weapon, Targetx) = weapon_taser : "Taser" []
@PointClass Group("Weapons") studio("models/w_up11.mdl") base(Weapon, Targetx) = weapon_up11 : "UP11" []
@PointClass Group("Weapons") studio("models/w_watch.mdl") base(Weapon, Targetx) = weapon_watch : "Watch" []
@PointClass Group("Weapons") studio("models/w_glasses.mdl") base(Weapon, Targetx) = gadget_nightvision : "Glasses" []
@PointClass base(Weapon, Targetx) = weaponbag : "Weapon Bag" []
@PointClass base(Weapon, Targetx) = world_items : "World Items"
[
type(choices) :"types" : 42 =
[
42: "Antidote"
43: "Security Card"
44: "Battery"
45: "Suit"
]
]
// END