The Specialists.fgd

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From: The Specialists The Specialists

ts_fgd.fgd
Forge Game Data
// // The Specialists (www.specialistsmod.net) game definition file (.fgd) // // TS entities are at the bottom of the file if you want to read some comments about them. // for Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above // $Id: ts_fgd.fgd 357 2007-06-04 19:50:01Z morfeo $ // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New Level Unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] teammodels(string) : "Teams model list" gamemode(choices) : "Force game mode?" : 0 = [ 0 : "Use server settings" 1 : "DeathMatch" 2 : "Team DeathMatch" 3 : "Last Man Standing" 4 : "The One Mode" ] ] // // BaseClasses // @BaseClass = Sequence [ sequence(integer) : "Animation Sequence (editor)" ] @BaseClass = ZHLT [ zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = [ 0 : "Default" 1 : "Embedded Fix" 2 : "Opaque (blocks light)" 3 : "Opaque + Embedded fix" 6 : "Opaque + Concave Fix" ] light_origin(string) : "Light Origin Target" ] @BaseClass = ZHLT_point [ _fade(string) : "ZHLT Fade" : "1.0" _falloff(choices) : "ZHLT Falloff" : 0 = [ 0 : "Default" 1 : "Inverse Linear" 2 : "Inverse Square" ] ] @BaseClass = Appearflags [ spawnflags(Flags) = [ 2048 : "Not in Deathmatch" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon [] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" ] @BaseClass = RenderFxChoices [ renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @BaseClass base(Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] @BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster [ TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ] spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 16: "Prisoner" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 ] ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ] @BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase [ // how many pieces to create m_iGibs(integer) : "Number of Gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0" // how fast the gibs are fired m_flVelocity(integer) : "Gib Velocity" : 200 // Course variance m_flVariance(string) : "Course Variance" : "0.15" // Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib Life" : "4" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "255 255 128 200" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom Appearance" ] @BaseClass base(Targetname,Global) = Breakable [ target(target_destination) : "Target on break" health(integer) : "Strength" : 1 material(choices) :"Material type" : 0 = [ 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" 7: "Unbreakable Glass" 8: "Rocks" ] respawntime(integer) : "Respawn Time" : 0 respawntarget(target_destination) : "Respawn Target" : "" explosion(choices) : "Gibs Direction" : 0 = [ 0: "Random" 1: "Relative to Attack" ] delay(string) : "Delay before fire" : "0" gibmodel(studio) : "Gib Model" : "" spawnobject(choices) : "Spawn On Break" : 0 = [ 0: "Nothing" 1: "Battery" 2: "Healthkit" 3: "9mm Handgun" 4: "9mm Clip" 5: "Machine Gun" 6: "Machine Gun Clip" 7: "Machine Gun Grenades" 8: "Shotgun" 9: "Shotgun Shells" 10: "Crossbow" 11: "Crossbow Bolts" 12: "357" 13: "357 clip" 14: "RPG" 15: "RPG Clip" 16: "Gauss clip" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hornet Gun" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 ] @BaseClass base(Appearflags, Targetname, RenderFields, Global, Angles) = Door [ killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power Hydraulic" 6: "Large Rollers" 7: "Track Door" 8: "Snappy Metal Door" 9: "Squeaky 1" 10: "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet Stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal Slide Stop" 7: "Metal Lock Stop" 8: "Snappy Metal Stop" ] respawntime(integer) : "Respawn Time" : 0 wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" target(target_destination) : "Target" delay(integer) : "Delay before fire" netname(string) : "Fire on Close" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Monsters Can't" : 0 ] // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" maxdamage(integer) : "Damage ammount to break" : 50 doormaterial(choices) :"Door Material type" : 1 = [ 0: "Glass" 1: "Wood" 2: "Metal" 4: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" ] ] @BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(string) : "Smoke Sprite" : "" spriteflash(string) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [ 0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ] minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" _minlight(string) : "Minimum light level" ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass base(Target, Targetname) = Trigger [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target Path" master(string) : "Master" sounds(choices) : "Sound style" : 0 = [ 0 : "No Sound" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables": 0 ] ] // // Entities // @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255)=aiscripted_sequence:"AI Scripted Sequence" [ m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 0 m_fMoveTo(Choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Universal Ambient" [ message(sound) : "WAV Name" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1 : "Play Everywhere" : 0 2 : "Small Radius" : 0 4 : "Medium Radius" : 1 8 : "Large Radius" : 0 16 : "Start Silent":0 32 : "Not Toggled":0 ] ] @SolidClass base(Target, ZHLT) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 ] master(string) : "Master" renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] // // cyclers // @PointClass base(Targetname, Angles, Sequence) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler" [ model(studio) : "Model" renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler" [ model(sprite) : "Sprite" framerate(integer) : "Frames per second" : 10 renderfx(choices) :"Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 14: "Constant Glow" 15: "Distort" 16: "Hologram (Distort + fade)" ] rendermode(choices) : "Render Mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] renderamt(integer) : "FX Amount (1 - 255)" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @PointClass base(Monster, Sequence) size(-16 -16 -16, 16 16 16) studio() = cycler_weapon : "Weapon Cycler" [ model(studio) : "model" ] @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/fire.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] // // Environmental effects // @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Shade Start" : 0 256: "Shade End" : 0 ] ] @PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" [ health(integer) : "Capacity" : 10 skin(choices) : "Beverage Type" : 0 = [ 0 : "Coca-Cola" 1 : "Sprite" 2 : "Diet Coke" 3 : "Orange" 4 : "Surge" 5 : "Moxie" 6 : "Random" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" [ color(choices) : "Blood Color" : 0 = [ 0 : "Red (Human)" 1 : "Yellow (Alien)" ] amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [ 1: "Random Direction" : 0 2: "Blood Stream" : 0 4: "On Player" : 0 8: "Spray decals" : 0 ] ] @SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of Current" : 0 spawnflags(Flags) = [ 1 : "Start Off" : 0 ] ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" [ iMagnitude(Integer) : "Magnitude" : 100 spawnflags(flags) = [ 1: "No Damage" : 0 2: "Repeatable" : 0 4: "No Fireball" : 0 8: "No Smoke" : 0 16: "No Decal" : 0 32: "No Sparks" : 0 ] ] @PointClass base(Targetname) color(255 255 128) = env_global : "Global State" [ globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger Mode" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] //@PointClass base(Targetname) = env_fade : "Screen Fade" @SolidClass base(Targetname) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 8: "Restrict Area" : 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) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [ spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1: "GlobalShake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [ radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 8 : "Respawn Trigger" : 0 256: "Instant Kung-Fu" : 1 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,Targetname, Target, RenderFields, Angles, ZHLT) = func_button : "Button" [ speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 11: "Buzz Off" 14: "Lightswitch" ] wait(integer) : "delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 ] locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" 14: "Lightswitch" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,RenderFields, Targetname, Angles, ZHLT) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] speed(string) : "Conveyor Speed" : "100" _minlight(string) : "Minimum light level" ] @SolidClass base(Door, ZHLT) = func_door : "Basic door" [] @SolidClass base(Door, ZHLT) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, RenderFields, Global, ZHLT) = func_guntarget : "Moving platform" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Global, RenderFields, ZHLT) = func_healthcharger: "Wall health recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname) = func_ladder : "Ladder" [] @SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" [] @SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Global,Appearflags, Targetname, RenderFields, Angles, ZHLT) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLT) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1: "Toggle" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" targettop(target_destination) : "Target on top" targetbot(target_destination) : "Target on bottom" ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : "Moving Rotating platform" [ spawnflags(Flags) = [ 1: "Toggle" : 1 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ] @SolidClass base(Global,RenderFields, ZHLT) = func_recharge: "Battery recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rot_button : "RotatingButton" [ target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 21 = [ 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] wait(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Reverse Dir" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256:"Touch Activates": 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : "Rotating Object" [ speed(integer) : "Rotation Speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [ 0 : "No Sound" 1 : "Fast Whine" 2 : "Slow Rush" 3 : "Medium Rickety" 4 : "Fast Beating" 5 : "Slow Smooth" ] message(sound) : "WAV Name" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 1 ] _minlight(integer) : "_minlight" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] @SolidClass base(BaseTank, ZHLT) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_tracktrain : "Track Train" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ] target(target_destination) : "First stop target" sounds(choices) : "Sound" : 0 = [ 0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" _minlight(string) : "Minimum light level" ] @SolidClass = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_train : "Moving platform" [ target(target_source) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] speed(integer) : "Speed (units per second)" : 64 avelocity(string) : "Angular Veocity (y z x)" dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 8 : "Not solid" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall" [ _minlight(string) : "Minimum light level" ] @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [ spawnflags(flags) = [ 1 : "Starts Invisible" : 0 ] ] @SolidClass base(Door, ZHLT) = func_water : "Liquid" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 256:"Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave Height" : "3.2" ] // // game entities (requires Half-Life 1.0.0.9) // @PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 1 ] master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" frags(integer) : "New Value" : 10 ] @PointClass base(Targetname) = game_end : "End this multiplayer game" [ master(string) : "Master" ] @PointClass base(Targetname) = game_player_equip : "Initial player equipment" [ spawnflags(flags) = [ 1: "Use Only" : 0 ] master(string) : "Team Master" ] @PointClass base(Targetname) = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname) = game_player_team : "Allows player to change teams" [ spawnflags(flags) = [ 1 : "Remove On fire" : 0 2 : "Kill Player" : 0 4 : "Gib Player" : 0 ] target(string) : "game_team_master to use" master(string) : "Master" ] @PointClass base(Targetname) = game_score : "Award/Deduct Points" [ spawnflags(flags) = [ 1: "Allow Negative" : 0 2: "Team Points" : 0 ] points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(integer) : "Team Index (-1 = no team)" : -1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname, Target) = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "All Players" : 0 ] message(string) : "Message Text" x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" effect(Choices) : "Text Effect" : 0 = [ 0 : "Fade In/Out" 1 : "Credits" 2 : "Scan Out" ] color(color255) : "Color1" : "100 100 100" color2(color255) : "Color2" : "240 110 0" fadein(string) : "Fade in Time (or character scan time)" : "1.5" fadeout(string) : "Fade Out Time" : "0.5" holdtime(string) : "Hold Time" : "1.2" fxtime(string) : "Scan time (scan effect only)" : "0.25" channel(choices) : "Text Channel" : 1 = [ 1 : "Channel 1" 2 : "Channel 2" 3 : "Channel 3" 4 : "Channel 4" ] master(string) : "Master" ] @SolidClass base(Targetname) = game_zone_player : "Player Zone brush" [ intarget(target_destination) : "Target for IN players" outtarget(target_destination) : "Target for OUT players" incount(target_destination) : "Counter for IN players" outcount(target_destination) : "Counter for OUT players" // master(string) : "Master" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [] // // info entities // @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node" [ spawnflags(Flags) = [ 1 : "Run To Node" : 0 2 : "Wait Indefinitely" : 0 ] target(target_destination) : "Next node" radius(string) : "Radius" : "0" reachdelay(string) : "Wait after approach" : "0" killtarget(target_destination) : "KillTarget" reachtarget(target_destination) : "Fire on approach" reachsequence(string) : "Sequence on approach" : "" health(string) : "Health on approach" : "" presequence(string) : "Sequence before approach" : "" ] @PointClass base(Target, Angles) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] @PointClass base(Targetname) = info_landmark : "Transition Landmark" [] @PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" [] @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" [] @PointClass base(Targetname) = info_null : "info_null (spotlight target)" [] @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] //@PointClass base(PlayerClass, Sequence) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start" //[ // target(target_destination) : "Target" // master(string) : "Master" //] //@PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_start : "Player 1 start" [] //TS uses slight different spaw spots @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start" [] @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_team1 : "Player team1 start" [] @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_team2 : "Player team2 start" [] @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_team3 : "Player team3 start" [] @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_team4 : "Player team4 start" [] @PointClass base(PlayerClass, Sequence, Target) studio("models/player.mdl") = info_player_start : "Player 1 start" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] // // items // @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_oxygen.mdl") = item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_antidote.mdl") = item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_battery.mdl") = item_battery : "HEV battery" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_medkit.mdl") = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_longjump.mdl") = item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_security.mdl") = item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_suit.mdl") = item_suit : "HEV Suit" [ spawnflags(Flags) = [ 1 : "Short Logon" : 0 ] ] // // lights // @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light, ZHLT_point) = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles, ZHLT_point) = 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(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ] @SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = 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 ] _minlight(integer) : "_minlight" ] @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 ] // // player effects // @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game" [ duration(string) : "Fade Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" messagetime(string) : "Show Message delay" : "0" message(string) : "Message To Display" : "" loadtime(string) : "Reload delay" : "0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" [ spawnflags(Flags) = [ 1 : "Fire Once" : 1 2 : "Followers Only" : 0 4 : "Interrupt Speech" : 1 8 : "Concurrent" : 0 ] sentence(string) : "Sentence Name" : "" entity(string) : "Speaker Type" duration(string) : "Sentence Time" : "3" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" listener(string) : "Listener Type" volume(string) : "Volume 0-10" : "10" attenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" [ m_iszEntity(string) : "Target Monster" m_iszPlay(string) : "Action Animation" : "" m_iszIdle(string) : "Idle Animation" : "" m_flRadius(integer) : "Search Radius" : 512 m_flRepeat(integer) : "Repeat Rate ms" : 0 m_fMoveTo(choices) : "Move to Position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to Face" ] spawnflags(Flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 32: "No Interruptions" : 0 64: "Override AI" : 0 128: "No Script Movement" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker" [ preset(choices) :"Announcement Presets" : 0 = [ 0: "None" 1: "C1A0 Announcer" 2: "C1A1 Announcer" 3: "C1A2 Announcer" 4: "C1A3 Announcer" 5: "C1A4 Announcer" 6: "C2A1 Announcer" 7: "C2A2 Announcer" // 8: "C2A3 Announcer" 9: "C2A4 Announcer" // 10: "C2A5 Announcer" 11: "C3A1 Announcer" 12: "C3A2 Announcer" ] message(string) : "Sentence Group Name" health(integer) : "Volume (10 = loudest)" : 5 spawnflags(flags) = [ 1: "Start Silent" : 0 ] ] @PointClass base(Targetname) = target_cdaudio : "CD Audio Target" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] radius(string) : "Player Radius" ] // // Triggers // @PointClass base(Targetx) = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 1 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger" [ master(string) : "Master" ] @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" ] @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [ health(choices) : "Track #" : -1 = [ -1 : "Stop" 1 : "Track 1" 2 : "Track 2" 3 : "Track 3" 4 : "Track 4" 5 : "Track 5" 6 : "Track 6" 7 : "Track 7" 8 : "Track 8" 9 : "Track 9" 10 : "Track 10" 11 : "Track 11" 12 : "Track 12" 13 : "Track 13" 14 : "Track 14" 15 : "Track 15" 16 : "Track 16" 17 : "Track 17" 18 : "Track 18" 19 : "Track 19" 20 : "Track 20" 21 : "Track 21" 22 : "Track 22" 23 : "Track 23" 24 : "Track 24" 25 : "Track 25" 26 : "Track 26" 27 : "Track 27" 28 : "Track 28" 29 : "Track 29" 30 : "Track 30" ] ] @SolidClass = trigger_changelevel : "Trigger: Change level" [ targetname(string) : "Name" map(string) : "New map name" landmark(string) : "Landmark name" changetarget(target_destination) : "Change Target" changedelay(string) : "Delay before change target" : "0" spawnflags(flags) = [ 1: "No Intermission" : 0 2: "USE Only" : 0 ] ] @PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] master(string) : "Master" count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger" [ section(string) : "Section" spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity" [ gravity(integer) : "Gravity (0-1)" : 1 ] @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ] @SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump" [ master(string) : "Master" speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [] @SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" [] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] //========================================================================================= //========================================================================================= //TS entities //========================================================================================= //base structures, see below for entities @BaseClass = tsweaponlist [ tsweaponid(choices) :"Weapon" : 1 = [ 1: "Glock 18" 2: "Beretta" 3: "Mini Uzi" 4: "Benelli M3" 5: "M4A1" 6: "MP5SD" 7: "MP5K" 9: "Socom Mk23" 11: "Usas12" 12: "Desert Eagle" 13: "Ak47" 14: "FiveSeveN" 15: "Steyr Aug" 17: "Skorpion" 18: "Barrett M82" 19: "HK Pdw" 20: "Spas12" 21: "Akimbo colts" 22: "Glock 20" 23: "HK UMP" 24: "M61 Grenade" 25: "Combat Knife" 26: "Mossberg 500" 27: "M16A4" 28: "Ruger Mk1" 30: "Akimbo FiveSeveN" 31: "Raging Bull" 32: "M60" 33: "Sawed off" 34: "Katana" 35: "Seal Knife" 36: "Contender G2" ] ] @BaseClass = tswinnerteamlist [ winnerteam(choices) : "Winner team" : 0 = [ 0: "Team 1" 1: "Team 2" 2: "Draw" 3: "Team 3" 4: "Team 4" ] ] @BaseClass = tsattackerteamlist [ attackerteam(choices) : "Useable for team" : 0 = [ -1: "All teams" 0: "Team 1" 1: "Team 2" 2: "Team 3" 3: "Team 4" ] ] @BaseClass base(tsattackerteamlist) = tsobjective [ ] //========================================= //TS Powerup (point entity) //you can choose a specific powerup or a random choice, the respawn time for it (from 10 to 180 seconds) //a message for who pick up the powerup and a target that is called when the powerup is picked up. //========================================= @PointClass base(Target) size(-16 -16 -36, 16 16 36) color(255 125 0) = ts_powerup : "TS powerup" [ spawnflags(flags) = [ 1: "Slow Motion" : 0 2: "Infinite Clip" : 0 4: "Kung Fu" : 0 8: "Slow Pause" : 0 16: "Double Firerate" : 0 32: "Grenade" : 0 64: "Health" : 0 256: "Low Gravity" : 0 ] pwupduration(integer) : "Respawn time" : 60 pwupmult(string) : "Duration multiplier" : "1" message(string) : "Message when pick up" ] //========================================= //TS Ground weapon (point entity) //The respawn time for the weapon could be from 1 sec to 180. //If you set a respawn time equal to 0 in teamplay maps ("tm_" ones) the weapon will respawn only //at the beginning of the round. //You can also set what accessory to put on the weapon (controls on them are done in TS code, don't worry) //,how much extra clips to pick up, a message and a target. //========================================= @PointClass base(Target,tsweaponlist,tsobjective) size(-8 -8 -8, 8 8 8) color(255 0 125) = ts_groundweapon : "TS ground weapon" [ wduration(integer) : "Respawn time" : 60 wextraclip(integer) : "Extra clips" : 0 buyable(choices) : "Buyable?" : 0 = [ 0: "Free" 1: "Buyable" ] spawnflags(flags) = [ 1: "Silencer" : 0 2: "LaserSight" : 0 4: "Flashlight" : 0 8: "Scope" : 0 16: "Lie on wall?" : 0 ] ] //========================================= //TS Ground ammo (point entity) //The respawn time for the weapon could be from 1 sec to 180. //If you set a respawn time equal to 0 in teamplay maps ("tm_" ones) the weapon will respawn only //at the beginning of the round. //========================================= @PointClass base(Target) size(-8 -8 -8, 8 8 8) color(255 125 0) = ts_groundammo : "TS ground ammo" [ wduration(integer) : "Respawn time" : 60 mags1(integer) : "9 x 19mm Mags" : 0 mags2(integer) : ".45Acp Mags" : 0 mags3(integer) : "SHELLS Mags" : 0 mags4(integer) : "5.56 Nato Mags" : 0 mags5(integer) : ".50AE Mags" : 0 mags6(integer) : "7.62 x 39mm Mags" : 0 mags7(integer) : "5.7 x 28 Mags" : 0 mags8(integer) : "50BMG Mags" : 0 mags9(integer) : "10mm AUTO Mags" : 0 mags10(integer) : ".22 LR Mags" : 0 mags11(integer) : ".454 Casull Mags" : 0 spawnflags(flags) = [ 16: "Lie on wall?" : 0 ] ] //========================================= //Map globals (point entity) //At the moment this entity set the buyrules for the map and the number of max respawns per round for players in teamplay. //You simpy have to check what kind of weapons cannot be bought by players (naturally if you want it:) ). //an example is if you want to make a classic HL style map, with all weapons around the map; in this case you have //to check all kind of weapons (maybe except knives and pistols) and manually place weapons on the map. //For the number of respawns: //0 mean infinite respawn , like TS beta 1.5 //1 mean a repsawn like CS (could be useful for some objectives) //the other numbers are self explanatory. //"Max alive players" mean how much player could be alive at the same time, 0 means no limit. An example is a duel map , where //we could have at max 2 players. //========================================= @PointClass size(-16 -16 -16, 16 16 16) color(255 255 125) = ts_mapglobals : "TS map globals" [ spawnflags(flags) = [ 1: "No Knives" : 0 2: "No Pistols" : 0 4: "No SMGS" : 0 8: "No Rifles" : 0 16: "No Shotguns" : 0 32: "No Round Timer" : 0 64: "Superjump" : 0 ] ] //========================================= //TS bomb objective (solid entity) //"attacker team" mean what team have to defuse the bomb. //"target on defuse" must be filled and usually points to a wingiver entity(see below) //or another objective pointer if you want a chain of objectives (see below). //"defuse time" is enough clear, "can cut wires" and "message on defuse" too. //========================================= @SolidClass base(Targetname, Appearflags, RenderFields,tsobjective) = ts_bomb : "TS Bomb" [ defusetime(integer) : "Defuse time" : 10 cutwires(choices) : "can cut wires?" : 1 = [ 0: "No" 1: "Yes" ] target(target_destination) : "Target on defuse" message(string) : "Message on defuse" ] //========================================= //TS Hack (solid entity) //A TS hack objective could be a computer , a small keyboard that open a door , a bomb to rearm and //anything that can be used by players simply by pressing the USE key. //"Target on hack" works like the "target on defuse" for the bomb. //Also there are the "hacking time" and a "message on hack". //========================================= @SolidClass base(Targetname, Appearflags, RenderFields,tsobjective) = ts_hack : "TS Hack" [ hackingtime(integer) : "hacking time" : 10 target(target_destination) : "Target on hack" message(string) : "Message on hack" ] //========================================= //TS team Escape (solid entity) //attacker team is the team that must escape //========================================= @SolidClass base(Targetname, Appearflags, RenderFields,tsobjective) = ts_teamescape : "TS Team Escape" [ escapepercentage(choices) : "Escape percentage" : 1 = [ 0: "one team member" 1: "1/3 of the team" 2: "2/3 of the team" 3: "all team" ] target(target_destination) : "Target on escape" message(string) : "Message on escape" ] //========================================= //TS trigger (trigger entity) //simple trigger that check the team, check cannot be under 0.5 seconds. //========================================= @SolidClass base(Trigger, tsobjective) = ts_trigger : "TS Trigger" [ nextcheck(string) : "Delay before next check" : "0" spawnflags(flags) = [ 8: "Flag Carrier Only": 0 ] ] //========================================= //Ts DM hill (trigger entity) //a trigger that gain some frag to player (or players if teamDM). //"delay before next check" sets an intverval between a check and the next one. //"frags every check" parameters set how many frag to give every interval, there's one frag value for DM and one for //TeamDM (in teamplay gameplay its not used), if you set this value to 0 you'll disable the DMhill for DM or TeamDM. //example: I want that in DM a player get 5 frag when is on the hill, so I set "Frags every check for DM?" at 5; but I wont //use this hill in TeamDM, so I set the "Frags every check for teamDM?" to 0. //you can use the target. //========================================= @SolidClass base(Target) = ts_dmhill : "TS DM Hill" [ nextcheck(string) : "Delay before next check" : "10" fragamt(integer) : "Frags every check for DM?" : 5 fragamtteam(integer) : "Frags every check for teamDM?" : 1 message(string) : "message every check" : "is the king of the hill!" ] //========================================= //Ts SlowMotion (trigger entity) //this entity must be called from somewhere (a door, a trigger, a TS dm hill, a powerup...). //"duration": self explanatory. //"slowmotion ammount(0.0/1.0)": works exactly like the "globalslow" cvar or TS, it's a number between 0.0 and 1.0 (0.3,0.7 etc). //"range": if set to "entity size" this entity will works as a trigger, the player that collide with it will be slowed; //if you set "all map" the entity size doesnt count and the entity works for the whole map. //you can use the target. //========================================= @SolidClass base(Targetname,Target) = ts_slowmotion : "TS SlowMotion" [ duration(string) : "Duration(sec)" : "5" slowamt(string) : "SlowMotion ammount(0.0/1.0)" : "0.5" spawnflags(flags) = [ 1: "Start ON" : 0 2: "All map" : 0 4: "Slow bullets" : 0 ] message(string) : "message when triggered" : "" ] //========================================= //Ts Sell Zone (trigger entity) //Sells weapons that players throw into it and gives the money from the weapon to the player. //========================================= @SolidClass base(tsobjective) = ts_sellzone : "TS Sell Zone" [ ] //========================================= //Ts objective manager (point entity) //TS will choose randomly one of objective_manager (if there is more than one) at the //start of the round, in this way you can add some random elements to the objectives flow; if you don't place at least one //objective manager the gameplay will be a simple round teamdeathmatch. //The targets could be any entity (maybe you need to reset some entities at round start), but must include //at least one or more objective pointer, also you can choose 4 messages (4 rows) to say at the player's hud. //naming different objective pointer with the same name is possible, so you can call many objective_pointer //with only one target if you want. //also it's possible to activate objective for specialists and mercenary at the same time, in this way each team //have to defend/attack; there are many possibilities. //"Target on time left" is used when the round time is finished, it must point to a wingiver entity; if you don't fill it //the round will go draw (-1000 credits for each team). If you want to activate some extra script at the end of the round you can, //simply call the necessary entities with the same name of this wingiver entity; remember that time between round end and the //beginning of the new round is 3 seconds. //target on specialists and mercenary elimination are simple and could be useful in some maps, obviously if you set infinite respawns //these targets will be never used. //========================================= @PointClass size(-32 -32 -32, 32 32 32) color(0 255 100) = ts_objective_manager : "TS Objective Manager" [ messagea(string) : "message 1" messageb(string) : "message 2" messagec(string) : "message 3" messaged(string) : "message 4" objptargeta(target_destination) : "Target 1" objptargetb(target_destination) : "Target 2" objptargetc(target_destination) : "Target 3" objptargetd(target_destination) : "Target 4" objptargete(target_destination) : "Target 5" objptargetf(target_destination) : "Target 6" objptargetg(target_destination) : "Target 7" objptargeth(target_destination) : "Target 8" targetontimeleft(target_destination) : "Target on time left" targetonspecdead(target_destination) : "Target on Team 1 dead" targetonmercdead(target_destination) : "Target on Team 2 dead" ] //========================================= //TS Objective Pointer (point entity) //this entity works on plfayers hud (for the objective compass), informing they about the objective position //and a description of it (the messages),one is for specialists and one for mercenary but its also necessary to activate //the objectives of the map. //An example of messages is "stole data" for specialists that have to hack a computer and "defend data" for mercenary that must stop //the specialists team, these messages appear over the compass on players hud. //the target must be at least a ts objective (bomb, hack or vipescape), you could use the same name for more than one objective to //activate some of them in one call but remember that the messages on the hud objective compass will be the same for them. //========================================= @PointClass base(Targetname,Target) size(-16 -16 -16, 16 16 16) color(0 255 255) = ts_objective_ptr : "TS Objective Pointer" [ objmsgspec(string) : "Message for Team 1?" objmsgmerc(string) : "Message for Team 2?" objmsgteam3(string) : "Message for Team 3?" objmsgteam4(string) : "Message for Team 4?" objmsgall(string) : "Message for all(DM)?" ] @BaseClass base(tswinnerteamlist) = WinGiver [ victorycash(integer) : "victory cash ammount" : 2000 defeatcash(integer) : "defeat cash ammount" : -1000 message(string) : "special message?" callsnumber(integer) : "How many calls to activate?" : 1 ] //========================================= //TS Win Giver (point entity) //its the entity that give a victory or a draw, you can place how many wingiver entity you want for make different victory possibility, //also with different cash ammounts. An example of that is a map where specialists have two objectives: a bomb to defuse and a vip to protect, //we can decide that the vip protection is easier than the bomb defuse so we'll link the bomb to a wingiver that gain 3000 credits to specialists //while the wingiver linked to the vip protection gain onlt 1500 credits. //there is a special option for wingiver entity, the number of calls to activate (the default is 1). An example: //Mercenary have to stole data from 10 computers on the map, but you want that for the victory only 5 of them have to be hacked, //you simply have to call the same wingiver entity but setting the number of calls to 5. //========================================= @PointClass base(Targetname,WinGiver) size(-16 -16 -16, 16 16 16) color(0 0 255) = ts_wingiver : "TS Win Giver" [ ] //========================================= //TS Score Giver (point entity) //This entity works just like wingiver, but gives a message of scoring instead of winning. This is for //CTF maps and maps with flags in general. //========================================= @PointClass base(Targetname,WinGiver) size(-16 -16 -16, 16 16 16) color(0 0 255) = ts_scoregiver : "TS Score Giver" [ spawnflags(flags) = [ 1: "Respawn Players" : 0 ] ] //========================================= //TS Model (point entity) //simply a model to place. //========================================= @PointClass base(Targetname, Angles, Sequence) size(-16 -16 -16, 16 16 16) color(0 155 155) studio() = ts_model : "TS model" [ 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" ] //========================================= //TS Briefcase (solid entity) //briefcase spot and capture zone //========================================= @SolidClass base(Targetname, Target) = ts_briefcase : "TS Briefcase" [ message(string) : "Message on capture" contents(string) : "Briefcase contents" ownerteam(choices) : "Owner team" : 1 = [ 1: "Team 1" 2: "Team 2" 3: "Team 3" 4: "Team 4" ] ] //========================================= //TS player amount (point entity) //========================================= @PointClass = ts_playeramount : "TS Player Amount" [ connecttarget(string) : "Target on connect" disconnecttarget(string) : "Target on disconnect" clients(string) : "Clients to trigger" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] ] //========================================= //TS Timer (point entity) //========================================= @PointClass base(Target, Targetname) = ts_timer : "TS Timer" [ spawnflags(flags) = [ 1: "Start OFF" : 0 2: "Loop" : 0 ] duration(integer) : "Timer duration(seconds)" : 30 message(string) : "message on tick?" ] //========================================= //TS custom target(point entity) //========================================= @PointClass base(Targetname) = ts_customtarget : "TS custom target" [ targets(string) : "target list (';' as separator)" accumulate(integer) : "number of calls to fire targets" : 1 triggermethod(choices) : "fire method" : 0 = [ 0: "all targets" 1: "random choice" 2: "sequential loop" ] message(string) : "message on fire?" ] //========================================= //TS Particle (point entity) //Used to develop particle systems. //========================================= @PointClass base(Targetname, Target) = ts_particle : "TS Particle" [ spawnflags(flags) = [ 1: "Dont inheret velocity" : 0 2: "Never die" : 0 ] sprite_name(string) : "Sprite name" : "sprites/rain.spr" sprite_trans(choices) : "Sprite render Mode" : 5 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow" 4: "Solid" 5: "Additive" ] follow_view(choices) : "Follow view" : 0 = [ 0: "Follow" 1: "Rotate Y" 3: "Follow Axis" ] collide(choices) : "Collide with" : 0 = [ 0: "Don't collide" 1: "World only" 2: "World and brush entities" 3: "World and all entities" ] oncollide(choices) : "Action on collide" : 0 = [ 0: "Do nothing" 1: "Remove" 2: "Remove and spawn target" 3: "Spawn target" ] stretchspeed(string) : "Stretch by speed" : "0" followaxis(string) : "Axis" : "0 0 1" soundonemit(sound) : "Sound on emit" : "" lifelow(string) : "Life span low" : "1" lifehigh(string) : "Life span high" : "1" velocitylow(string) : "Velocity low" : "0 0 0" velocityhigh(string) : "Velocity high" : "0 0 0" a_velocitylow(string) : "Angular Velocity low" : "0 0 0" a_velocityhigh(string) : "Angular Velocity high" : "0 0 0" randomvellow(string) : "Random Velocity low" : "0 0 0" randomvelhigh(string) : "Random Velocity high" : "0 0 0" randomdeltalow(string) : "Random Velocity Delta low" : "0 0 0" randomdeltahigh(string) : "Random Velocity Delta high" : "0 0 0" gravitylow(string) : "Gravity low" : "1" gravityhigh(string) : "Gravity high" : "1" colorlow(string) : "Transparency low" : "1" colorhigh(string) : "Transparency high" : "1" fadespeedlow(string) : "Fade speed low" : "0" fadespeedhigh(string) : "Fade speed high" : "0" p_radiuslow(string) : "Radius low" : "1" p_radiushigh(string) : "Radius high" : "3" scalespeedlow(string) : "Scale speed low" : "0" scalespeedhigh(string) : "Scale speed high" : "0" current_framelow(integer) : "Starting frame low" : 0 current_framehigh(integer) : "Starting frame high" : 0 frame_ratelow(string) : "Framerate low" : "0" frame_ratehigh(string) : "Framerate high" : "0" reactamountlow(string) : "Reaction amount low" : "0.5" reactamounthigh(string) : "Reaction amount high" : "1" windamountlow(string) : "Wind reaction amount low" : "0.5" windamounthigh(string) : "Wind reaction amount high" : "1" fadeintimelow(string) : "Fade in time low" : "0" fadeintimehigh(string) : "Fade in time high" : "0" ] //========================================= //TS Particle Emitter (point entity) //Used to develop particle systems. //========================================= @PointClass base(Targetname) = ts_emitter : "TS Particle Emitter" [ spawnflags(flags) = [ 1: "Kill on spawn" : 0 ] particle(string) : "Particle name" : "" master(string) : "Master" : "" epslow(string) : "Emits per second low" : "5" epshigh(string) : "Emits per second high" : "10" ppelow(integer) : "Particles per emit low" : 5 ppehigh(integer) : "Particles per emit high" : 10 variancelow(string) : "Origin Variance low" : "-100 -100 0" variancehigh(string) : "Origin Variance high" : "100 100 0" cameradensity(string) : "Density around camera" : 0 cameraradius(string) : "Camera radius" : 0 ] @PointClass = ts_fog : "TS Fog" [ near(string) : "Start distance" far(string) : "End distance" color(string) : "Color" ] @PointClass = ts_wind : "TS Wind" [ base(string) : "Base strength" variance(string) : "Variance" frequency(string) : "Frequency" ]