Team Fortress Classic.fgd
(Redirected from Tfc.fgd)
// Half-Life Team Fortress Classic Game Definition File (.fgd) // Version 1.5f revision 10 for WorldCraft 3.3, Hammer 3.4+ // // Last update: 31 Jan 2003, by Data // // For detailed TFC editing information, go to TFMapped! // http://tf.valve-erc.com/ // 0131 - Release version 1.5f, revision 10 // 0131 - Edited now unused info_areadef to state that fact. // 0131 - Removed duplicate ZLightflag from the button_target SolidClass base (thanks to Andy Howard) // // 1013 - Release version 1.5f, revision 9 // 1013 - Fixed bug with info_tfgoal goal effects property defaulting to 0 instead of 1. // 1002 - Fixed a bug with the Replacement Model Flags property showing up as "0". // // 0712 - Release version 1.5f, revision 8 // 0712 - Added a number of undocumented "artifact" entities that remained from the Quake days. // 0630 - Added TFCriteria fix that had somehow not been included in 1.5F r1 and had persisted through the revisions. // 0626 - Added missing "(Use Teamcheck Entity)" value to spawn points' Team Allowed... property (thanks to [WTF?]Snowdog) // 0626 - Added targetname to func_tankcontrols for killtargeting. (thanks to Dan Sheehan) // // 0620 - Release version 1.5f, revision 7 // 0620 - Added deathtype property to trigger_hurt. // // 0604 - Release version 1.5f, revision 6 // 0604 - Added goal activation to trigger_hurt (thanks Radish). // 0604 - Added new entities for ZHLT 2.5.3 (info_compile_parameters, info_texlights). // // 0517 - Release version 1.5f, revision 5 // 0517 - Fixed property name of "Return Item #" to remove incorrect specification. // 0517 - Fixed various random capitalizations and spelling errors. // // 0329 - Release version 1.5f, revision 4 // 0329 - Fixed name of skyname property. // // 0223 - Release version 1.5f, revision 3 // 0223 - Fixed TriggerTarget key in Monster baseclass. // // 1213 - Release version 1.5f, revision 2 // 1213 - Fixed bug with func_water not having certain baseclass (from 1.5e). // // 1209 - Release version 1.5f, revision 1 // 1209 - Fixed bug with info_player_teamspawn's Angles key. Thanks to TFM forum member Radish for pointing this out. // // 0703 - Release version 1.5f // 0703 - Added some spawnflags to Monster baseclass for turrets. // Fixed env_beam and some other "missing" entities (baseclass error in last version). // Fixed some miscellaneous stuff in various parts of the FGD. // Restored the player_weaponstrip entity that had been removed for some reason (???). // Added Angular Velocity (avelocity) to many entities. Works with PYR angle sets. // Removed ZLightflags base that had been added to the invisible func_tankcontrols and func_traincontrols. // Fixed an incorrect capitalization of ZLightflags baseclass on func_illusionary. // Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo. // Removed TFItemStatus and TFEffects5 from func_button (WTF was it there for?!). // Removed TFCriteria base from monster_* entities and moved relevant properties to Monster. // Fixed some incorrect capitalizations, spelling errors, etc. left over from previous versions. // Added 1.1.0.8 model replacement properties to item_tfgoal. // Removed the (now unnecessary) ERC script comments. // Removed TFItemStatus from a number of entities (as it served no purpose there). // Release version 1.5f // // 1107 - Release version 1.5e // 1104 - Fix 'number_of_teams' in info_tfdetect. Added endround_team1 - 4 message strings. // Changed several key descriptions. Removed itemstatus from item and i_p_t. // // 1028 - Release version 1.5d // 1027 Fix ZHLT light flag description. Additions from 1104 patch, func_nogrenades, // info_areadef, info_tf_teamcheck, and info_tf_teamset. Added 'teamcheck' key to // TF Criteria and 'no_of_teams' to info_tfdetect. Added targetname to tf goals. // New endround keys added to tf goals. // From PV, added Goal result to info_player_teamspawn so goals activated by it will // apply results to player. // 0823 - Release version 1.5c // 0822 - Redid grouping of BaseClasses for benefit of Entity Script. Replaced env_global. // Replaced 'cycler', but renamed it 'Model Cycler', rather than 'Monster cycler'. // 0807 - Started adding Entity script formatting. Removed bounding boxes from TF goals which // seemed defunct. Removed defunct properties from worldspawn for TFC. // 0717 - Added Zoners lightflags for brush based entities, you need Zoner's Compile Tools 2.2+ // for them to work. // Following changes submitted by Pvt. Beavis. Removed bounding boxes from i_p_t. // Change TF delay to 'Delay before activate(sec)' rather than 're-trigger'. // Set TF goals 'wait' default to 0. // 0714 - Removed some abbreviations from Flaginfo sentences that caused bugs. // Added TFCriteria to Trigger entities. Add TF effects to many of the // triggers. Added TF criteria to additional Func_ entities. // 0704 - Replaced long name version of info_player_teamspawn and info_tfgoal_timer. // Set func_water wave height default to 0 // 0621 - FlintMan - Removed Trigger Conditions/Spawnflags from monster_ entities. // Release version 1.5a // 0619 - Additions by Ryan "Professional Victim" Desgroseilliers, TFMapped // Added armor classes and comments to item_armor1, item_armor2, and item_armor3 // Added targetname to func_nobuild for killtargetting // Removed ammo_medkit variable from TF entities. // 0617 - First beta version by FlintMan // Redo of original halflife-tfc.fgd created and contributed by Autolycus, Juddhunter, // Ryan 'PV' Desgroseilliers, Paul 'MoOg' Samways, Decker, Sean 'Zoner' Cavanaugh, // Curber, Mirar, Brad Rembielak. // This version consists of reorganizing TF base classes, removing defunct HL entities // and variables. Incorporated entity and key abbreviations. // // worldspawn // @SolidClass = worldspawn : "World entity" [ skyname(string) : "Environment map (sky box)" : "2desert" sounds(integer) : "CD track to play" : 0 light(integer) : "Default light level" WaveHeight(string) : "Default wave height" : 0 MaxRange(string) : "Max viewable distance" : "4096" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] ] // // BaseClasses // @BaseClass = TFSpawnInfo [ netname(string) : "Entity reference name (for logging)" goal_no(integer) : "Spawn #" group_no(integer) : "Spawn group #" goal_state(choices) : "Initial state" : 0 = [ 0 : "Ready to use" 1 : "Removed" ] team_no(choices) : "Team allowed to spawn here" : 1 = [ 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" 0 : "(Use Teamcheck Entity)" ] teamcheck(string) : "Targetname of teamcheck goal" playerclass(choices) : "Player class allowed to spawn here" : 0 = [ 0 : "Any" 1 : "Scout" 2 : "Sniper" 3 : "Soldier" 4 : "Demolitions man" 5 : "Medic" 6 : "Heavy Weapons Guy" 7 : "Pyro" 8 : "Spy" 9 : "Engineer" ] items_allowed(integer) : "Has item #" h_i_g(integer) : "Has item from group #" hasnt_item_from_group(integer) : "Hasn't item from group #" if_item_has_moved(integer) : "If item # has moved" if_item_hasnt_moved(integer) : "If item # hasn't moved" if_goal_is_active(integer) : "If goal # active" if_goal_is_inactive(integer) : "If goal # inactive" if_goal_is_removed(integer) : "If goal # removed" if_group_is_active(integer) : "If group # active" if_group_is_inactive(integer) : "If group # inactive" if_group_is_removed(integer) : "If group # removed" ] @BaseClass = TFItemInfo [ netname(string) : "Entity reference name (for logging)" goal_no(integer) : "Item #" group_no(integer) : "Item group #" targetname(target_source) : "Name (targetname)" ] @BaseClass = TFInfo1 [ netname(string) : "Entity reference name (for logging)" goal_no(integer) : "Goal #" group_no(integer) : "Goal group #" targetname(target_source) : "Name (targetname)" ] @BaseClass = TFInfo2 [ goal_state(choices) : "Goal Initial State" : 2 = [ 1 : "Active" 2 : "Inactive" 3 : "Removed" ] ] @BaseClass = TFInfo3 [ mdl(string) : "Model path/name.mdl" skin(integer) : "Model skin-varies per model" ] @BaseClass = TFCriteria [ team_no(choices) : "Team allowed to use goal" : 0 = [ 0 : "Any" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] teamcheck(string) : "Targetname of teamcheck goal" playerclass(choices) : "Player class allowed to use goal" : 0 = [ 0 : "Any" 1 : "Scout" 2 : "Sniper" 3 : "Soldier" 4 : "Demolitions man" 5 : "Medic" 6 : "Heavy Weapons Guy" 7 : "Pyro" 8 : "Spy" 9 : "Engineer" ] items_allowed(integer) : "Has item #" h_i_g(integer) : "Has item from group #" hasnt_item_from_group(integer) : "Hasn't item from group #" if_item_has_moved(integer) : "If item # has moved" if_item_hasnt_moved(integer) : "If item # hasn't moved" if_goal_is_active(integer) : "If goal # active" if_goal_is_inactive(integer) : "If goal # inactive" if_goal_is_removed(integer) : "If goal # removed" if_group_is_active(integer) : "If group # active" if_group_is_inactive(integer) : "If group # inactive" if_group_is_removed(integer) : "If group # removed" ] @BaseClass = TFItemCriteria [ team_no(choices) : "Team allowed to use item" : 0 = [ 0 : "Any" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] teamcheck(string) : "Targetname of teamcheck goal" playerclass(choices) : "Player class allowed to use item" : 0 = [ 0 : "Any" 1 : "Scout" 2 : "Sniper" 3 : "Soldier" 4 : "Demolitions man" 5 : "Medic" 6 : "Heavy Weapons Guy" 7 : "Pyro" 8 : "Spy" 9 : "Engineer" ] items_allowed(integer) : "Has item #" h_i_g(integer) : "Has item from group #" hasnt_item_from_group(integer) : "Hasn't item from group #" if_item_has_moved(integer) : "If item # has moved" if_item_hasnt_moved(integer) : "If item # hasn't moved" if_goal_is_active(integer) : "If goal # active" if_goal_is_inactive(integer) : "If goal # inactive" if_goal_is_removed(integer) : "If goal # removed" if_group_is_active(integer) : "If group # active" if_group_is_inactive(integer) : "If group # inactive" if_group_is_removed(integer) : "If group # removed" ] @BaseClass = TFButtonCriteria [ team_no(choices) : "Team allowed to activate entity" : 0 = [ 0 : "Any" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] teamcheck(string) : "Targetname of teamcheck goal" playerclass(choices) : "Player class allowed to activate entity" : 0 = [ 0 : "Any" 1 : "Scout" 2 : "Sniper" 3 : "Soldier" 4 : "Demolitions man" 5 : "Medic" 6 : "Heavy Weapons Guy" 7 : "Pyro" 8 : "Spy" 9 : "Engineer" ] items_allowed(integer) : "Has item #" h_i_g(integer) : "Has item from group #" hasnt_item_from_group(integer) : "Hasn't item from group #" if_item_has_moved(integer) : "If item # has moved" if_item_hasnt_moved(integer) : "If item # hasn't moved" if_goal_is_active(integer) : "If goal # active" if_goal_is_inactive(integer) : "If goal # inactive" if_goal_is_removed(integer) : "If goal # removed" if_group_is_active(integer) : "If group # active" if_group_is_inactive(integer) : "If group # inactive" if_group_is_removed(integer) : "If group # removed" ] @BaseClass = TFMessages [ owned_by(choices) : "Owned by-for msg & item glow" : 0 = [ 0 : "Not Owned" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] owned_by_teamcheck(string) : "Owned by teamcheck" deathtype(string) : "Death type" b_b(string) : "Message to all" message(string) : "Message to AP" b_t(string) : "Message to AP team" b_n(string) : "Message to non-AP team" b_o(string) : "Message to owner team" non_owners_team_broadcast(string) : "Message to non-owner team(s)" n_b(string) : "Console msg. to all, %s = AP name" n_t(string) : "Console msg to AP team" n_n(string) : "Console msg. to non-AP team" n_o(string) : "Console msg. to owner team" speak(string) : "Speak (global)" AP_speak(string) : "Speak (AP)" team_speak(string) : "Speak (AP team)" non_team_speak(string) : "Speak (non-AP team)" owners_team_speak(string) : "Speak (owner team)" non_owners_team_speak(string) : "Speak (non-owner teams)" ] @BaseClass = TFItemStatus [ display_item_status1(integer) : "Item 1 no. for flaginfo" display_item_status2(integer) : "Item 2 no. for flaginfo" display_item_status3(integer) : "Item 3 no. for flaginfo" display_item_status4(integer) : "Item 4 no. for flaginfo" team_str_home(string) : "Item at origin message, owners" t_s_m(string) : "Item dropped msg, owners" t_s_c(string) : "Item carried msg owner, %s = AP name" non_team_str_home(string) : "Item at origin msg, non owner" non_team_str_moved(string) : "Item dropped msg, non owner" n_s_c(string) : "Item carried msg, non owner, %s = AP name" ] @BaseClass = TFOperations [ wait(integer) : "Stay active(sec), -1 stays" : 0 delay_time(integer) : "Delay before activate(sec)" ] @BaseClass = TFOperat2 [ maxammo_shells(Choices) : "Affect all on Team" : 0 = [ 0 : "Disabled" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] maxammo_nails(Choices) : "Affect all not on Team" : 0 = [ 0 : "Disabled" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] t_length(integer) : "Effect radius, 0=infinite" : 0 ] @BaseClass = TFEffects1 [ // if criteria check fails, activate this goal instead else_goal(integer) : "If criteria fails activate Goal #" all_active(integer) : "If all goals in group # active..." last_impulse(integer) : "...activate goal #" activate_goal_no(integer) : "Activate goal #" inactivate_goal_no(integer) : "Inactivate goal #" rv_g(integer) : "Remove goal #" rs_g(integer) : "Restore goal #" activate_group_no(integer) : "Activate goals in group #" inactivate_group_no(integer) : "Inactivate goals in group #" rv_gr(integer) : "Remove goals in group #" rs_gr(integer) : "Restore goals in group #" remove_spawnpoint(integer) : "Remove Spawn point #" restore_spawnpoint(integer) : "Restore Spawn point #" rv_s_h(integer) : "Remove spawn group #" rs_s_h(integer) : "Restore spawn group #" ] @BaseClass = TFEffects2 [ items(integer) : "Item to give" ] @BaseClass = TFEffects3 [ axhitme(integer) : "Remove item from APA" return_item_no(integer) : "Return item #" r_i_g(integer) : "Remove items in group #" ] @BaseClass = TFEffects4 [ target(target_destination) : "Target entity with this targetname" killtarget(target_destination) : "Remove entity with this targetname" noise(string) : "Play Sound Path/name.wav" ] @BaseClass = TFEffects4b [ killtarget(target_destination) : "Remove entity with this targetname" noise(string) : "Play Sound Path/name.wav" ] @BaseClass = TFEffects5 [ // All the following attributes are applied to the attributes of // every player specified by the "goal_effect"(see above). frags(integer) : "Add/Subtract frags" lives(integer) : "Add/Subtract lives" health(integer) : "Add/Subtract health" armorvalue(integer) : "Armor Value %" // Armor classes: what they provide superior protection against // Add up values for multiple protections, e.g. 3 is good vs. all bullets, 20 is good vs explosions & fire. // 0 - Normal: Nothing // 1 - Kevlar: Shotgun, Super Shotgun, Sentry Gun, AssCan, trigger_hurt SHOT damage (?) // 2 - Wooden: Nailgun, Super Nailgun, Railgun, Tranquilizer Gun, Nail Grenade, trigger_hurt SLASH damage (?) // 4 - Blast: Pipebombs, GL grenades, Rockets, Regular & MIRV grenades, Detpack (still kills though), trigger_hurt BLAST damage (?) // 8 - Shock: trigger_hurt SHOCK damage (?) // 16 - Ceramic: Flamethrower, Incendiary Cannon, Napalm Grenade, trigger_hurt BURN damage, "lava" func_water (not very effective) armorclass(choices) : "Armor Class" : 0 = [ 0 : "0 - Normal" 1 : "1 - Kevlar (shell resistant)" 2 : "2 - Wooden (nail resistant)" 4 : "4 - Blast (explosion resistant)" 8 : "8 - Shock (electricity resistant)" 16 : "16 - Ceramic (fire resistant)" ] a_s(integer) : "Add/Subtract shells" a_n(integer) : "Add/Subtract nails" a_r(integer) : "Add/Subtract rockets" a_c(integer) : "Add/Subtract cells" ammo_detpack(integer) : "Add/Subtract detpack" // Note A: After applying all these values to the player, the playerclass // limitations of the player are applied. So if you set the health of // the player over that allowed, by his/her playerclass, it will then // be lowered to the max_health for that playerclass. // // Note B: "lives" allows you to give/remove lives from players. This is only // useful if the current map limits the number of lives each player // has. See the Auto Detection section above. // TeamFortress Grenades can be given/removed to/from the player by setting // the following two variables. no_grenades_1(integer) : "Add/subtract grenades #1" no_grenades_2(integer) : "Add/subtract grenades #2" // And finally, the following attributes are added to the global time // and applied to every player specified by the "goal_effect"(see below). // (e.g. if the goal's invincible_finished is 5, then the player will // get invincibility for 5 seconds after activating the goal.) // The following 9 items push the gamedata variable limit past 128 :( invincible_finished(integer) : "Invincibility duration" invisible_finished(integer) : "Invisibility duration" super_damage_finished(integer) : "Quad duration" radsuit_finished(integer) : "Rad Suit duration" count(integer) : "Score to AP team" increase_team(integer) : "Teamcheck team point gain" increase_team1(integer) : "Blue point gain" increase_team2(integer) : "Red point gain" increase_team3(integer) : "Yellow point gain" increase_team4(integer) : "Green point gain" ] @BaseClass = TFArmor [ // The armorclass variable is a toggleflag style variable. You can make // any combination of armor type, but don't get carried away. :) respawn_delay(integer) : "Respawn delay" : 5 // PV: see note in TFEffects5 armorclass(choices) : "Armor Class" : 0 = [ 0 : "0 - Normal" 1 : "1 - Kevlar (shell resistant)" 2 : "2 - Wooden (nail resistant)" 4 : "4 - Blast (explosion resistant)" 8 : "8 - Shock (electricity resistant)" 16 : "16 - Ceramic (fire resistant)" ] ] @BaseClass = Endround [ endround_time(integer) : "Length of endround" endround_owned_by(string) : "Owners endround message" endround_non_owned_by(string) : "Non-owners endround message" endround_team1(string) : "Endround message for team 1" endround_team2(string) : "Endround message for team 2" endround_team3(string) : "Endround message for team 3" endround_team4(string) : "Endround message for team 4" ] @BaseClass = Angles [ angles(string) : "Pitch yaw roll" : "0 0 0" ] @BaseClass = Targetname [ targetname(target_source) : "Name (targetname)" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass = RenderFxChoices [ renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] ] @BaseClass = 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 = Button [ g_a(Choices) : "Goal Activation bitfields" : 1 = [ 0 : "0 - None" 4 : "4 - If AP fails criteria" 8 : "8 - Hit by engin. spanner" ] // what the goal affects g_e(Choices) : "Goal Effects bitfields" : 1 = [ 0 : "0 - Nobody" 1 : "1 - Activating player (AP)" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - Not the AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA individually" ] goal_result(Choices) : "Goal result bitfields" : 0 = [ 0 : "0 - None" 2 : "2 - Sub-goals apply AP mods" 4 : "4 - Scores, intermission, end" 8 : "8 - Sub-Goals don't apply results" // PV: how the hell can this be used with a button??? // 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" ] speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" wait(integer) : "Delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch activates": 0 ] 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" ] 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" ] // All the following attributes are applied to the attributes of // every player specified by the "goal_effect"(see above). frags(integer) : "Add/Subtract frags" lives(integer) : "Add/Subtract lives" armorvalue(integer) : "Armor value %" // PV: See note in TFEffects5 armorclass(choices) : "Armor class" : 0 = [ 0 : "0 - Normal" 1 : "1 - Kevlar (shell resistant)" 2 : "2 - Wooden (nail resistant)" 4 : "4 - Blast (explosion resistant)" 8 : "8 - Shock (electricity resistant)" 16 : "16 - Ceramic (fire resistant)" ] a_s(integer) : "Add/subtract shells" a_n(integer) : "Add/subtract nails" a_r(integer) : "Add/subtract rockets" a_c(integer) : "Add/subtract cells" ammo_detpack(integer) : "Add/subtract detpack" no_grenades_1(integer) : "Add/subtract grenades #1" no_grenades_2(integer) : "Add/subtract grenades #2" invincible_finished(integer) : "Invincibility duration" invisible_finished(integer) : "Invisibility duration" super_damage_finished(integer) : "Quad duration" radsuit_finished(integer) : "Rad Suit duration" count(integer) : "Score to AP Team" increase_team(integer) : "Teamcheck team point gain" increase_team1(integer) : "Blue point gain" increase_team2(integer) : "Red point gain" increase_team3(integer) : "Yellow point gain" increase_team4(integer) : "Green point gain" ] @BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase [ // how many pieces to create m_iGibs(integer) : "Number of gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0" // how fast the gibs are fired m_flVelocity(integer) : "Gib velocity" : 200 // Course variance m_flVariance(string) : "Course variance" : "0.15" // Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib life" : "4" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = 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" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 ] @BaseClass = Door1 [ g_a(Choices) : "Goal Activation bitfields" : 1 = [ 0 : "0 - None" 4 : "4 - If AP fails criteria" 8 : "8 - Hit by engin. spanner" ] // what the goal affects g_e(Choices) : "Goal Effects bitfields" : 1 = [ 1 : "1 - Activating player(AP)" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - Not the AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA individually" ] goal_result(Choices) : "Goal Result bitfields" : 0 = [ 0 : "none" 2 : "2 - Sub-goals apply AP mods" 4 : "4 - scores, intermission, end" 8 : "8 - Sub-Goals don't apply results" // PV: Same as with button -- how the hell would this work? // 16 : "16 - Prevent spy disguise" 32 : "32 - Force respawn, no die" ] ] @BaseClass = Door2 [ 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 killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movesnd(choices) : "Move sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power Hydraulic" 6: "Large Rollers" 7: "Track Door" 8: "Snappy Metal Door" 9: "Squeaky 1" 10: "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet Stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal Slide Stop" 7: "Metal Lock Stop" 8: "Snappy Metal Stop" ] spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 ] // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ] ] @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: "squeak 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: "squeak stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @BaseClass = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(string) : "Smoke Sprite" : "" spriteflash(string) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [ 0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ] minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" ] @BaseClass = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" ] @BaseClass color(0 200 200) = Monster [ g_a(Choices) : "Goal Activation bitfields" : 0 = [ 4 : "4 - if AP fails criteria" ] spawnflags(Flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] team_no(choices) : "Team to shoot at" : 0 = [ 0 : "Any" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] teamcheck(string) : "Targetname of teamcheck goal" playerclass(choices) : "Player class to shoot at" : 0 = [ 0 : "Any" 1 : "Scout" 2 : "Sniper" 3 : "Soldier" 4 : "Demolitions man" 5 : "Medic" 6 : "Heavy Weapons Guy" 7 : "Pyro" 8 : "Spy" 9 : "Engineer" ] items_allowed(integer) : "Has item #" h_i_g(integer) : "Has item from group #" hasnt_item_from_group(integer) : "Hasn't item from group #" if_item_has_moved(integer) : "If item # has moved" if_item_hasnt_moved(integer) : "If item # hasn't moved" if_goal_is_active(integer) : "If goal # active" if_goal_is_inactive(integer) : "If goal # inactive" if_goal_is_removed(integer) : "If goal # removed" if_group_is_active(integer) : "If group # active" if_group_is_inactive(integer) : "If group # inactive" if_group_is_removed(integer) : "If group # removed" TriggerTarget(String) : "AI Trigger Target" TriggerCondition(Choices) : "AI 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" ] ] @BaseClass = Trigger [ killtarget(target_destination) : "Kill target" //This property doesn't work. //netname(target_destination) : "Target Path" master(string) : "Master" sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 2: "No Clients" : 0 4: "Pushables": 0 ] ] @BaseClass = AVelocity [ avelocity(string) : "Angular Velocity (PYR)" ] @BaseClass = ZLightflags [ zhlt_lightflags(choices) : "ZHLT Light flags" : 0 = [ 0 : "Default" 1 : "Embedded fix" 2 : "Opaque, blocks light" 3 : "Both" ] _minlight(string) : "Minimum light level" ] // // Team Fortress Entities // @SolidClass base(Targetname) = func_nobuild : "Engineer no-build area" [] @SolidClass base(Targetname) = func_nogrenades : "Grenades protected area" [] @PointClass base(TFItemStatus) = info_tfdetect : "TF Detection Entity" [ broadcast(string) : "Version String" number_of_teams(integer) : "No. of teams-for teamcheck only" team1_name(string) : "Team 1 VGUI menu name" team2_name(string) : "Team 2 VGUI menu name" team3_name(string) : "Team 3 VGUI menu name" team4_name(string) : "Team 4 VGUI menu name" // impulse variable settings // // Bit 1 (1) : Off - ClasSkin , On - Multiskin // Bit 2 (2) : Off - ClassPersistence Off , On - ClassPersistence On // Bit 3 (4) : Off - CheatChecking Off , On - CheatChecking On // Bit 4 (8) : Off - FortressMap Off , On - FortressMap On // Bit 5 (16) : Off - RespawnDelay Off , On - RespawnDelay (See below) // Bit 6 (32) : Off - RespawnDelay Off , On - RespawnDelay (See below) // Bit 7 (64) : Off - AutoTeam Off , On - AutoTeam On // Bit 8 (128) : Off - Individual Frags , On - Frags = TeamScore // // N.B. FortressMap will be set On automatically by the // Detection entity anyway, so just ignore that Bit. // // N.B. The RespawnDelay settings takes 2 bits. The value of both of // them determines the level of respawn delay, as follows: // Bit 5 Bit 6 Result // Off Off No Respawn delays // On Off 5 Second respawn delay // Off On 10 Second respawn delay // On On 20 Second respawn delay impulse(integer) : "Game Settings (toggleflags)" // When using the "message" variable to set do localcmd's, you // can issue more than one command by seperating them with \n // Make sure you end it with a \n too. // E.g. The following changes the gravity and the friction. // "message" "sv_gravity 200\nsv_friction .5\n" message(string) : "LocalCmd String" ammo_shells(choices) : "Blue Lives" : 0 = [ 0 : "infinite" ] ammo_nails(choices) : "Red Lives" : 0 = [ 0 : "infinite" ] ammo_rockets(choices) : "Yellow Lives" : 0 = [ 0 : "infinite" ] ammo_cells(choices) : "Green Lives" : 0 = [ 0 : "infinite" ] // The following 4 variables use toggle flags with 0 and -1 being special values. // For no class limits, or for making a team civilian only, use 0 and -1 respectively. // Otherwise, add up the bit values and use the final number as the maxammo_xxxxx value. // // For example, if you wanted class 1 to be unable to play scouts or spys, you'd add the // two values together (1 + 256) for a value of 257, which you'd then give to maxammo_shells. maxammo_shells(choices) : "Blue class limits toggleflags" : 0 = [ 0 : "no limits" -1 : "civilian only" 1 : "1 - no scout" 2 : "2 - no sniper" 4 : "4 - no soldier" 8 : "8 - no demo man" 16 : "16 - no combat medic" 32 : "32 - no heavy weapons guy" 64 : "64 - no pyro" 128 : "128 - no random playerclass" 256 : "256 - no spy" 512 : "512 - no engineer" ] maxammo_nails(choices) : "Red class limits toggleflags" : 0 = [ 0 : "no limits" -1 : "civilian only" 1 : "1 - no scout" 2 : "2 - no sniper" 4 : "4 - no soldier" 8 : "8 - no demo man" 16 : "16 - no combat medic" 32 : "32 - no heavy weapons guy" 64 : "64 - no pyro" 128 : "128 - no random playerclass" 256 : "256 - no spy" 512 : "512 - no engineer" ] maxammo_rockets(choices) : "Yellow class limits toggleflags" : 0 = [ 0 : "no limits" -1 : "civilian only" 1 : "1 - no scout" 2 : "2 - no sniper" 4 : "4 - no soldier" 8 : "8 - no demo man" 16 : "16 - no combat medic" 32 : "32 - no heavy weapons guy" 64 : "64 - no pyro" 128 : "128 - no random playerclass" 256 : "256 - no spy" 512 : "512 - no engineer" ] maxammo_cells(choices) : "Green class limits toggleflags" : 0 = [ 0 : "no limits" -1 : "civilian only" 1 : "1 - no scout" 2 : "2 - no sniper" 4 : "4 - no soldier" 8 : "8 - no demo man" 16 : "16 - no combat medic" 32 : "32 - no heavy weapons guy" 64 : "64 - no pyro" 128 : "128 - no random playerclass" 256 : "256 - no spy" 512 : "512 - no engineer" ] ammo_medikit(choices) : "Max Players, Blue" : 0 = [ 0 : "0 - Unlimited" ] ammo_detpack(choices) : "Max Players, Red" : 0 = [ 0 : "0 - Unlimited" ] maxammo_medikit(choices) : "Max Players, Yellow" : 0 = [ 0 : "0 - Unlimited" ] maxammo_detpack(choices) : "Max Players, Green" : 0 = [ 0 : "0 - Unlimited" ] team1_allies(choices) : "Blue Allies" : 0 = [ 0 : "No Allies" 2 : "2 - Red" 4 : "4 - Yellow" 8 : "8 - Green" ] team2_allies(choices) : "Red Allies" : 0 = [ 0 : "No Allies" 1 : "1 - Blue" 4 : "4 - Yellow" 8 : "8 - Green" ] team3_allies(choices) : "Yellow Allies" : 0 = [ 0 : "No Allies" 1 : "1 - Blue" 2 : "2 - Red" 8 : "8 - Green" ] team4_allies(choices) : "Green Allies" : 0 = [ 0 : "No Allies" 1 : "1 - Blue" 2 : "2 - Red" 4 : "4 - Yellow" ] ] @PointClass base(TFSpawnInfo, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFMessages, Angles) size(-16 -16 -36, 16 16 36) color(255 128 0) = info_player_teamspawn : "TF Team Spawnpoint" [ g_a(choices) : "Goal activation" : 3 = [ 0 : "0 - only first gets..." 1 : "1 - all get item" 2 : "2 - all get message" 3 : "3 - all get item/messages" ] g_e(choices) : "Remove after spawn?" : 0 = [ 0 : "no" 1 : "yes" ] goal_result(choices) : "Pass AP to Activated Goals?" : 0 = [ 0 : "No" 2 : "Yes" ] ] @PointClass base(info_player_teamspawn) size(-16 -16 -36, 16 16 36) color(255 128 0) = i_p_t : "TF Team Spawnpoint" [] @PointClass color(255 128 0) = info_tf_teamcheck : "Team check" [ targetname(string) : "Name to target this entity by" team_no(choices) : "Starting Team" : 1 = [ 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] ] @PointClass color(255 128 0) = info_tf_teamset : "Team set" [ targetname(string) : "Name to target this entity by" target(string) : "Teamcheck to target" team_no(choices) : "Team" : 0 = [ 0 : "Alternate" 1 : "Blue" 2 : "Red" 3 : "Yellow" 4 : "Green" ] ] @PointClass color(255 128 0) = info_areadef : "Area definition (Deprecated)" [ areaname(string) : "ENTITY DEPRECATED" ] @PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles, AVelocity) size(32 32 32) color(255 255 0) = info_tfgoal : "TFC Goal" [ g_a(Choices) : "Goal Activation bitfields" : 0 = [ 0 : "0 - none" 1 : "1 - player touch" 2 : "2 - detpack explosion" 4 : "4 - when criteria fails" 2048 : "2048 - drop model to ground on spawn" ] g_e(Choices) : "Goal Effects bitfields" : 1 = [ 1 : "1 - Activating Player(AP)" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - All except AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA criteria individually" ] goal_result(Choices) : "Goal Result bitfields" : 0 = [ 0 : "none" 1 : "1 - remove immediately" 2 : "2 - Sub-Goals apply mods" 4 : "4 - scores, intermission, end" 8 : "8 - Sub-goals don't apply mods" 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" 64 : "64 - Remove SG & dispensers" ] ] @SolidClass base(TFInfo1, TFInfo2, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages) color(255 255 0) = i_t_g : "TFC Goal shortcut, solid" [ g_a(Choices) : "Goal Activation bitfields" : 1 = [ 0 : "0 - none" 1 : "1 - player touch" 2 : "2 - detpack explosion" 4 : "4 - if Criteria fails" ] g_e(Choices) : "Goal Effects bitfields" : 1 = [ 1 : "1 - Activating Player(AP)" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - All except AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA individually" ] goal_result(Choices) : "Goal Result bitfields" : 0 = [ 0 : "none" 1 : "1 - remove immediately" 2 : "2 - Sub-Goals apply mods" 4 : "4 - scores, intermission, end" 8 : "8 - Sub-goals don't apply mods" 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" 64 : "64 - Remove SG & dispensers" ] ] @PointClass base(TFInfo1, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4, TFEffects5, Endround, TFMessages, Angles) size(16 16 16) color(255 255 0) = info_tfgoal_timer : "Goal Timer" [ goal_state(choices) : "Goal Initial State" : 2 = [ 1 : "Active" 2 : "Inactive" 3 : "Removed" ] search_time(integer) : "Time between activations" g_e(Choices) : "Goal Effects bitfields" : 0 = [ 0 : "None" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA criteria individually" ] goal_result(choices) : "Goal Result bitfields" : 0 = [ 0 : "None" 1 : "1 - remove after activating" 2 : "2 - Sub-Goals apply mod APA" 4 : "4 - Display scores, end level" 8 : "8 - Sub-goals don't apply mods" 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" 64 : "64 - If APA fails criteria" ] ] @PointClass base(info_tfgoal_timer) size(16 16 16) color(255 255 0) = i_t_t : "Goal Timer" [] @PointClass base(TFItemInfo, TFInfo2, TFInfo3, TFCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects3, TFEffects4, TFEffects5, TFMessages, Angles, AVelocity) size(16 16 16) color(255 128 0) = item_tfgoal : "TF Goal Item" [ g_a(Choices) : "Goal Activation Bitfields" : 0 = [ 0 : "0 - none" 1 : "1 - player glows" 2 : "2 - move at half-speed" 4 : "4 - drop item on death" 8 : "8 - return upon death-drop" 16 : "16 - return if removed by goal" 32 : "32 - return if (128) is set" 64 : "64 - if AP fails criteria" 128 : "128 - remove after pause" 256 : "256 - keep item when player dies" 512 : "512 - glows when not carried" 1024 : "1024 - player keeps effects" 2048 : "2048 - drop to ground at spawn" 4096 : "4096 - is droppable" 8192 : "8192 - is solid" ] // what the goal affects g_e(Choices) : "Goal Effects bitfields" : 1 = [ 1 : "1 - AP is affected" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - Everyone except AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" 64 : "64 - Check APA individually" ] speed_reduction(integer) : "Percentage of full speed" pausetime(integer) : "Pause (stays on ground) seconds" distance(integer) : "All in group# being carried..." pain_finished(integer) : "...activate this goal" speed(integer) : "All in group # by 1 player.." attack_finished(integer) : "...activate this goal" impulse(integer) : "Activate/Restore goal on return" goal_result(choices) : "Goal Result bitfields" : 0 = [ 0 : "None" 1 : "1 - remove after activating" 2 : "2 - Sub-Goals apply mod AP" 4 : "4 - Display scores, end level" 8 : "8 - Sub-goals don't apply results to APA" 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" 64 : "64 - Remove SG & dispensers" ] team_drop(string) : "Center msg, death drop, owner team" non_team_drop(string) : "Center msg, death drop, non owners" netname_team_drop(string) : "Console msg, death drop, owner team" netname_non_team_drop(string) : "Console msg, death drop, non owners" noise3(string) : "Return to start msg, team" noise4(string) : "Return to start msg, owners" items(choices) : "Highlight HUD items bitvalue" : 0 = [ 0 : "No Highlighting" 131072 : "Blue logo" 262144 : "Red logo" 16777216 : "Yellow logo" 33554432 : "Green logo" ] replacement_model(string) : "Replacement model" replacement_model_body(integer) : "Replacement model Body setting" replacement_model_skin(integer) : "Replacement model Skin setting" replacement_model_flags(choices) : "Replacement model Flags" : 0 = [ 1 : "1 - hide player's weapon model" ] ] @PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor1 : "Green Armor" [] @PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor2 : "Yellow Armor" [] @PointClass size(-16 -16 -24, 16 16 32) base(TFInfo1, TFInfo2, TFItemCriteria, TFArmor, Angles, AVelocity) = item_armor3 : "Red Armor" [] @PointClass size(-16 -16 0, 16 16 72) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_envirosuit : "Envirosuit (Deprecated)" [] @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invisibility : "Invisibility (Deprecated)" [] @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_invulnerability : "Invulnerability (Deprecated)" [] @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_artifact_super_damage : "Quad (Deprecated)" [] // // HL Entities // @PointClass = _halflife_entities_below_ : "This is not an entity!" [] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Ambient Generic" [ message(sound) : "WAV Name" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1: "Play Everywhere" : 0 2: "Small Radius" : 0 4: "Medium Radius" : 1 8: "Large Radius" : 0 16:"Start Silent":0 32:"Is NOT Looped":0 ] ] @SolidClass base(Target, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperations, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects4b, TFEffects5, TFMessages ) = button_target : "Target Button" [ master(string) : "Master" spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 ] ] @PointClass base(Targetname, Angles, AVelocity) size(-16 -16 0, 16 16 72) = cycler : "Model Cycler" [ model(studio) : "Model" renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @PointClass base(Targetname, Angles, RenderFields, RenderFxChoices) sprite() = cycler_sprite : "Sprite Cycler" [ model(sprite) : "Sprite" framerate(integer) : "Frames per second" : 10 ] // // Environmental effects // @PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Shade Start" : 0 256: "Shade End" : 0 ] ] @PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" [ health(integer) : "Capacity" : 10 skin(choices) : "Beverage Type" : 0 = [ 0 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [ color(choices) : "Blood Color" : 0 = [ 0 : "Red (Human)" 1 : "Yellow (Alien)" ] amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [ 1: "Random Direction" : 0 2: "Blood Stream" : 0 4: "On Player" : 0 8: "Spray decals" : 0 ] ] @SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" [ iMagnitude(Integer) : "Magnitude" : 100 spawnflags(flags) = [ 1: "No Damage" : 0 2: "Repeatable" : 0 4: "No Fireball" : 0 8: "No Smoke" : 0 16: "No Decal" : 0 32: "No Sparks" : 0 ] ] @PointClass base(Targetname) color(255 255 128) = env_global : "Global State" [ globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger Mode" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, RenderFxChoices) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] @PointClass base(Targetname) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 ] duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" [ spawnflags(flags) = [ 1: "Reverse" : 0 ] ] @PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ] @PointClass base(Targetname, Target) = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Target, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [ spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1: "Global Shake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(Targetname, Angles, gibshooterbase, RenderFields, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [ radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Angles, Targetname, RenderFields, RenderFxChoices) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [ 1: "Start ON" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256: "Instant Crowbar" : 0 ] ] @SolidClass base(Targetname, Target, Angles, Button, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFMessages, AVelocity) = func_button : "Button" [] @SolidClass base(RenderFields, RenderFxChoices, ZLightflags, Targetname, Angles) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] speed(string) : "Conveyor Speed" : "100" ] @SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = func_door : "Basic door" [] @SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass base(RenderFields, RenderFxChoices, ZLightflags) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, AVelocity) = func_guntarget : "Moving target" [ 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 ] @SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_healthcharger: "Wall health recharger" [ dmdelay(integer) : "Deathmatch recharge delay" : 0 ] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] ] @SolidClass base (Targetname) = func_ladder : "Ladder" [] @SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] ] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria, AVelocity) = func_plat : "Moving Platform" [ spawnflags(Flags) = [ 1: "Toggle" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 ] @SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, PlatSounds, TFButtonCriteria) = func_platrot : "Moving Rotating platform" [ spawnflags(Flags) = [ 1: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 ] @SolidClass base(Targetname, Breakable, RenderFields, RenderFxChoices, ZLightflags) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 ] @SolidClass base(RenderFields, RenderFxChoices, ZLightflags, TFCriteria) = func_recharge: "Battery recharger" [ dmdelay(integer) : "Deathmatch recharge delay" : 0 ] @SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = func_rot_button : "RotatingButton" [ g_a(Choices) : "Goal Activation bitfields" : 1 = [ 0 : "0 - none" 4 : "4 - if AP fails criteria" 8 : "8 - hit by engin. spanner" ] // what the goal affects g_e(Choices) : "Goal Effects bitfields" : 1 = [ 1 : "1 - Activating Player(AP)" 2 : "2 - APs team" 4 : "4 - Not on APs team" 8 : "8 - Not the AP" 16 : "16 - Walls obstruct radius" 32 : "32 - Same environment only" ] goal_result(Choices) : "Goal Result bitfields" : 0 = [ 0 : "none" 2 : "2 - Sub-goals apply AP mods" 4 : "4 - scores, intermission, end" 8 : "8 - Sub-Goals don't apply results" 16 : "16 - Prevent Spy disguise" 32 : "32 - Force respawn, no die" ] target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 21 = [ 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] wait(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Reverse Dir" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256:"Touch Activates": 0 ] ] @SolidClass base(Targetname, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_rotating : "Rotating Object" [ speed(integer) : "Rotation Speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [ 0 : "No Sound" 1 : "Fast Whine" 2 : "Slow Rush" 3 : "Medium Rickety" 4 : "Fast Beating" 5 : "Slow Smooth" ] message(sound) : "WAV Name" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 0 ] spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] @SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass base(Targetname, TFButtonCriteria) = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(BaseTank, Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackautochange : "Automatic track changing platform" [] @SolidClass base(Trackchange, Targetname, RenderFields, RenderFxChoices, ZLightflags, PlatSounds) = func_trackchange : "Train track changing platform" [] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_tracktrain : "Track Train" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ] target(target_destination) : "First stop target" sounds(choices) : "Sound" : 0 = [ 0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" ] @SolidClass base(TFButtonCriteria) = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags, AVelocity) = func_train : "Platform follows paths" [ target(target_source) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 8 : "Not solid" : 0 ] ] @SolidClass base(Targetname, RenderFields, RenderFxChoices, ZLightflags) = func_wall : "Wall" [] @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [ spawnflags(flags) = [ 1 : "Starts Invisible" : 0 ] ] @SolidClass base(Targetname, Angles, Door2, RenderFields, RenderFxChoices, ZLightflags) = func_water : "Liquid" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 256:"Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave Height" : "0" ] @PointClass base(Targetname, Angles, gibshooterbase) = gibshooter : "Gib Shooter" [] // // info entities // @PointClass decal() base(Targetname) = infodecal : "Decal" [ texture(decal) ] @PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "ZHLT Compile Options Entity" [ texdata(string) : "Texture Data Memory (in KB)" : "4096" estimate(choices) : "Estimate Compile Times?" : 0 = [ 0: "Yes" 1: "No" ] bounce(integer) : "Number of radiosity bounces" : 0 ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0" smooth(integer) : "Smoothing threshold (in degrees)" : 0 dscale(integer) : "Direct Lighting Scale" : 1 chop(integer) : "Chop Size" : 64 texchop(integer) : "Texture Light Chop Size" : 32 hullfile(string) : "Custom Hullfile" priority(choices) : "Priority Level" : 0 = [ 0 : "Normal" 1 : "High" -1 : "Low" ] wadautodetect(choices) : "Wad Auto Detect" : 0 = [ 0 : "Off" 1 : "On" ] wadconfig(string) : "Custom Wad Configuration" : "" verbose(choices) : "Verbose compile messages" : 0 = [ 0 : "Off" 1 : "On" ] noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 = [ 1 : "Yes" 0 : "No" ] spawnflags(flags) = [ 1 : "Run CSG" : 1 2 : " No Clip" : 0 4 : " Only Ents" : 0 8 : " No Sky Clip" : 0 32 : "Run BSP" : 1 64 : " Leak Only" : 0 128 : " No Clip" : 0 256 : "Run VIS" : 1 512 : " Fast " : 0 2048 : "Run RAD" : 1 4096 : " Sparse " : 0 8192 : " Circus Mode" : 0 16384 : " Extra Mode " : 0 ] ] @PointClass base(Target, Angles, AVelocity) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] @PointClass base(Targetname) = info_null : "info_null (spotlight target)" [] @PointClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = info_player_start : "Player start" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass size(-8 -8 0, 8 8 16) color(0 255 0) base(Targetname, Angles) = info_teleport_destination : "Teleport destination" [] @PointClass color(255 128 0) = info_texlights : "ZHLT Texture Light Config" [] // //HL items // @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_antidote : "Poison antidote" [] // PV: CAUTION! Misprogrammed in TFC! Will only charge to 100 armor and will over-charge classes with max armor <100! @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_battery : "HEV battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Target, Targetname, Angles, Targetx, TFItemCriteria, AVelocity) = item_longjump : "Longjump Module" [] // // lights // @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname) = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] _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" ] @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 128 200" _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom Appearance" ] @PointClass base(Angles) iconsprite("sprites/lightbulb.spr") = light_environment : "Environmental Light" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ] @SolidClass base(Targetname, Angles, Door1, Door2, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages, AVelocity) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @SolidClass base(Targetname, Target, Angles, RenderFields, RenderFxChoices, ZLightflags, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5, TFMessages) = momentary_rot_button : "Direct wheel control" [ speed(integer) : "Speed" : 50 master(string) : "Master" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] distance(integer) : "Distance (deg)" : 90 returnspeed(integer) : "Auto-return speed" : 0 spawnflags(flags) = [ 1: "Door Hack" : 0 2: "Not useable" : 0 16: "Auto Return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] ] @PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] ] @PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret" [ orientation(Choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] ] @PointClass base(Monster, Target, Targetname, Angles, RenderFields, RenderFxChoices) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" [] @PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager" [ spawnflags(Flags) = [ 1 : "Multithreaded" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" [ globalstate(string) : "Global State Master" ] @PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop" [ spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 yaw_speed(integer) : "New Train Rot. Speed" : 0 ] @PointClass base(Targetname, Angles) size(16 16 16) = path_track : "Train Track Path" [ spawnflags(Flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" altpath(target_destination) : "Branch Path" netname(target_destination) : "Fire on dead end" speed(integer) : "New Train Speed" : 0 ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] @PointClass base(Targetname) = target_cdaudio : "CD Audio Target" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] radius(string) : "Player Radius" ] // // Triggers // @PointClass base(Target, Targetx, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 1 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @PointClass base(Target, Targetx, Targetname, TFButtonCriteria) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" ] @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] ] @PointClass base(Target, Targetx, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @SolidClass base(Trigger, Target, Targetname, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] master(string) : "Master" count(integer) : "Count before activation" : 2 ] @SolidClass base(Trigger, Target, Targetname) = trigger_gravity : "Trigger Gravity" [ gravity(integer) : "Gravity (0-1)" : 1 ] @SolidClass base(Targetname, Target, TFButtonCriteria) = trigger_hurt : "Trigger player hurt" [ g_a(Choices) : "Goal Activation bitfields" : 0 = [ 5 : "5 - if AP fails criteria" ] deathtype(string) : "Death type" spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ] @SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_once : "Trigger: Activate once" [] @SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, Angles) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Target, Targetname, Targetx, TFCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @SolidClass base(Trigger, Target, Targetname, TFButtonCriteria, TFOperat2, TFEffects1, TFEffects2, TFEffects3, TFEffects5) = trigger_teleport : "Trigger teleport" [] // // Xen // @PointClass base(Target, Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" [] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair" [ spawnflags(Flags) = [ 1 : "Sync Movement" : 0 ] ] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" [] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" [] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" [] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, AVelocity) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []