Zombie Panic! Source.fgd
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See also: base.fgd/Zombie Panic! Source, which this FGD inherits
Default FGD for Zombie Panic! Source.
zps/fgd/game.fgd
Forge Game Data
//====== Copyright ? Zombie Panic Team 2002-2006. All Rights Reserved. =======
//
// Zombie Panic! Source game definition file (.fgd)
//
//=============================================================================
@include "base.fgd"
//-------------------------------------------------------------------------
//
// Player Control Entities
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname) size(-10 -10 -10, 10 10 10) color(255 0 255) = player_control
[
// Inputs
input Activate(void) : "Turns on"
input Deactivate(void) : "Turns off"
input SetThrust(string) : "Set Thrust"
input SetSideThrust(string) : "Set Side Thrust"
]
//-------------------------------------------------------------------------
//
// Scripted Events
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/gamewinhuman.vmt") = game_win_human : "game_win_human"
[
// Inputs
input EndGame( void ) : "Ends the game with humans victory"
]
@PointClass base(Targetname) iconsprite("editor/gamewinzombie.vmt") = game_win_zombie : "game_win_zombie"
[
// Inputs
input EndGame( void ) : "Ends the game with zombies victory"
]
@BaseClass base(Targetname, Parentname, Angles) color(255 0 255) sphere(m_flRadius) = BaseScripted
[
m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
m_iszIdle(string) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation."
m_iszEntry(string) : "Entry Animation" : "" : "The name of the sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play when the sequence starts, before transitioning to play the main action sequence."
m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
m_iszPostIdle(string) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation."
m_iszCustomMove(string) : "Custom Move Animation" : "" : "Used in conjunction with the 'Custom movement' setting for the 'Move to Position' property, specifies the sequence (such as 'crouch_run01') or activity (such as 'ACT_RUN') to use while moving to the scripted position."
m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 =
[
0 : "No"
1 : "Yes"
]
m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 =
[
0 : "No"
1 : "Yes"
]
m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(Choices) : "Move to Position" : 1 =
[
0 : "No"
1 : "Walk"
2 : "Run"
3 : "Custom movement"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
m_iszNextScript(target_destination) : "Next Script" : : "The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts."
// Inputs
input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered."
input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation."
// Outputs
output OnBeginSequence(void) : "Fires when the action animation begins playing."
output OnEndSequence(void) : "Fires when the action animation completes."
output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC."
output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC."
output OnScriptEvent04(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC."
output OnScriptEvent05(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC."
output OnScriptEvent06(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC."
output OnScriptEvent07(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC."
output OnScriptEvent08(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC."
]
@PointClass sphere() iconsprite("editor/scripted_sentence.vmt") base(Targetname) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
16 : "Speak to Activator" : 1
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
delay(string) : "Additional Sentence Time" : "0"
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"
]
// Inputs
input BeginSentence(void) : "Starts the scripted sentence."
// Outputs
output OnBeginSentence(void) : "Fires when the sentence begins"
output OnEndSentence(void) : "Fires when the sentence ends"
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_changetarget : "Change Target"
[
target(target_destination) : "Target entity" : : "Name of entity whose target will be changed."
m_iszNewTarget(string) : "New Target"
// Inputs
input Kill( void ) : "Removes this entity from the world"
input Activate( void ) : "Changes the entities target"
]
@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "Runs functions from the map's script file"
[
// Inputs
input Kill( void ) : "Removes this entity from the world."
input CallScriptFunction( string ) : "Runs a function from the angelscript file"
]
@PointClass base(Targetname) iconsprite("editor/logic_music.vmt") = logic_music : "Play's a custom track"
[
// Keyfields
songname(sound) : "Song" : "" : "Song name"
songtitle(string) : "Title" : "" : "The title of the track"
songvolume(float) : "Volume" : -1 : "The volume of the song. " +
"min: 0.0 | max: 1.0"
// Inputs
input ForceTrack( void )
]
@PointClass base(Targetname) iconsprite("editor/logic_hardcoretimer.vmt") = logic_hardcoretimer : "Adds or sets the timer for harcore mode"
[
spawnflags(Flags) =
[
1 : "Use seconds instead of minutes" : 0
]
// Inputs
input Kill( void ) : "Removes this entity from the world."
input SetTime( float ) : "Sets the timer"
input AddTime( float ) : "Adds to the timer"
]
@PointClass base(BaseScripted, Angles, DXLevelChoice) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence :
"Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can "+
"be told to play the script wherever they currently are. "+
"Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. "+
"This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:\n\n"+
"1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.\n"+
"2) If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, ACT_IDLE is used.\n"+
"3) Fire the OnBeginSequence output.\n"+
"4) Play the action animation. If no action animation is specified, skip to step 5.\n"+
"5) Play the post-action idle animation. If none is specified, skip to step 6. If the 'Loop in Post Idle' spawnflag is set, keep playing the post-action idle until the script is cancelled. If no post-action idle animation is specified, ACT_IDLE is used.\n"+
"6) Fire the OnEndSequence output.\n"+
"7) If a next script to play is specified, hand the NPC to the next script and repeat this process for that script.\n\n"+
"The MoveToPosition input runs steps 1 and 2, then waits while playing the pre-action idle animation until the BeginSequence input is received."
[
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
16 : "Start on Spawn" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
256: "Loop in Post Idle" : 0
512: "Priority Script" : 0
]
]
//-------------------------------------------------------------------------
//
// Solid Entities
//
//-------------------------------------------------------------------------
@SolidClass base(Parentname, Targetname, Global) = func_vehicleclip: "Vehicle Clip"
[
input Kill( void ) : "Removes this entity from the world"
]
@SolidClass base(func_movelinear) = func_lookdoor : "A door that moves either when looked by a targeted object or when " +
"a target object comes near the door. Behavior can be either based on viewing direction or proximity " +
"alone, or on a combination of both. If inverted the doors behavior will be the opposite."
[
spawnflags(flags) =
[
8192 : "LookDoor Threshold" : 0
16384 : "LookDoor Invert" : 0
32768 : "LookDoor From Open" : 0
]
ProximityDistance(string) : "Proximity Distance" : "0.0" : "If non-zero, proximity range over which door will move"
ProximityOffset(string) : "Proximity Offset" : "0.0" : "Offset from the target object"
FieldOfView(string) : "FieldOfView" : "0.0" : "If non-zero, field of view over which door will move"
// Input
input InvertOn(void) : "InvertOn - when set behavior of door is inverted."
input InvertOff(void) : "InvertOff - when set behavior of door is normal."
]
@SolidClass base(Trigger) = trigger_waterydeath:
"A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+
"Used to prevent players entering deep water."
[
]
@SolidClass base(Trigger) = trigger_push_cart:
"Trigger Push Cart"
[
wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)."
// Inputs
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
input ProgressAdd(void) : "Add Progress"
input ProgressComplete(void) : "Complete Progress"
// Outputs
output OnTrigger(void) : "Fired whenever the trigger is activated."
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
]
@SolidClass base(Trigger, Targetname) = trigger_hurt :
"A trigger volume that damages entities that touch it."
[
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
damage(integer) : "Damage" : 10 : "The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also 'Damage Model' for extra details on how damage can be dealt."
damagecap(integer) : "Damage Cap" : 20 : "Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag."
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"
]
damagemodel(choices) : "Damage Model" : 0 : "How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch." =
[
0 : "Normal"
1 : "Doubling w/forgiveness"
]
nodmgforce(choices) : "Zero Damage Force" : 0 : "Should the damaged entity receive no physics force from this trigger." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input SetDamage(float) : "Set a new amount of damage for this trigger."
// Outputs
output OnHurt(void) : "Fired whenever this trigger hurts something other than a player."
output OnHurtPlayer(void) : "Fired whenever this trigger hurts a player."
]
//@SolidClass base(Trigger, Targetname) = func_zpladder :
// "Ladder. Players will be able to freely along this brush, as if it was a ladder."
//[
// filterteam(choices) : "Only Allow Team" : 0 =
// [
// 0 : "All"
// 2 : "Survivors"
// 3 : "Zombies"
// ]
//]
//-------------------------------------------------------------------------
//
// Point Entities
//
//-------------------------------------------------------------------------
@PointClass base(EnvGlobal) size(-8 -8 -8, 8 8 8) = env_global :
"An entity to control a game-specific global states."
[
globalstate(choices) : "Global State to Set" =
[
"gordon_precriminal" : "Gordon pre-criminal"
"antlion_allied" : "Antlions are player allies"
// "player_stealth" : "Player in APC is disguised as combine"
"suit_no_sprint" : "Suit sprint function not yet enabled"
"super_phys_gun" : "Super phys gun is enabled"
"friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
"gordon_invulnerable" : "Gordon is invulnerable"
"no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
]
]
//-------------------------------------------------------------------------
//
// Tanks
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Parentname, Origin, Angles, RenderFields, Global, Shadow) = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
64: "Damage Kick" : 0
1024: "NPC Controllable" : 0
2048: "NPC Set Controller" : 0
4096: "Allow friendlies to hit player" : 0
32768: "Non-solid." : 0
]
control_volume(target_destination) : "Control Volume" : "" : "Name of a trigger the specifies the volume in which a player must be to control this tank."
// 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(sprite) : "Smoke Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spritescale(string) : "Sprite scale" : "1"
rotatestartsound(sound) : "Rotate Start Sound" : ""
rotatesound(sound) : "Rotate Loop Sound" : ""
rotatestopsound(sound) : "Rotate Stop Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0" : "If set to 0, it'll use the base weapon bullet's damage."
bullet_damage_vs_player(string) : "Damage Per Bullet Vs Player" : "0" : "If set to 0, it'll use the Damage Per Bullet value."
persistence(string) : "Firing persistence" : "1" : "(Seconds) How long to keep firing at last known position after lose sight of target"
persistence2(string) : "Firing persistence2" : "0" : "(Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position"
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"
gun_base_attach(string) : "Gun Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from."
gun_barrel_attach(string) : "Gun Barrel Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too."
gun_yaw_pose_param(string) : "Gun Yaw Pose Param" : "" : "If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters."
gun_yaw_pose_center(float) : "Gun Yaw Pose Center" : "0" : "The center yaw pose parameter of the gun on the parent"
gun_pitch_pose_param(string) : "Gun Pitch Pose Param" : "" : "If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters."
gun_pitch_pose_center(float) : "Gun Pitch Pose Center" : "0" : "The center pitch pose parameter of the gun on the parent"
ammo_count(integer) : "Ammunition Count" : -1 : "Only applies to player use. -1 = unlimited ammo."
LeadTarget(choices) : "Lead Target" : "No" =
[
0 : "No"
1 : "Yes"
]
npc_man_point(target_destination) : "NPC Man Point" : "" : "Point where NPC must stand to man this func_tank."
playergraceperiod(float) : "Post-NPC Attack Grace Period" : "0" : "If specified, NPC's manning this func tank won't fire at the player, after firing at a non-player, for this amount of time."
ignoregraceupto(float) : "Ignore Grace Upto" : "768" : "The player grace period is ignored if the player's under this distance from the func_tank."
playerlocktimebeforefire(float) : "Player Lock Time" : "0" : "The tank must have the player as a target for this amount of time before it's allowed to fire."
effecthandling(choices) : "Effect Handling" : 0 =
[
0 : "Use Individual Settings."
1 : "AR2"
]
// Inputs
input Activate(void) : "Turn the tank on"
input Deactivate(void) : "Turn the tank off (go dormant)"
input SetFireRate(string) : "How fast to fire (0 = don't fire)"
input SetDamage(string) : "Set the Damage Per Bullet"
input SetTargetPosition(string) : "World position that I should aim at"
input SetTargetDir(vector) : "Direction to aim at."
input SetTargetEntityName(string) : "Name of entity I should follow/attack"
input SetTargetEntity(string) : "Entity I should follow/attack (output from other entity only)"
input ClearTargetEntity(void) : "Clear the entity I should be attacking."
input FindNPCToManTank(string) : "Find a nearby NPC to man this func_tank."
input StartFindingNPCs(void) : "Start searching for NPCs to man this func_tank."
input StopFindingNPCs(void) : "Stop searching for NPCs to man this func_tank."
input ForceNPCOff(void) : "Force the NPC manning this func_tank (if any) to leave."
input SetMaxRange(float) : "Set the max range of the func_tank."
// Outputs
output OnFire(void) : "Fires when the tank fires its bullets"
output OnAquireTarget(void) : "Fires when target is newly in range and can be shot"
output OnLoseTarget(void) : "Fires when when target goes out of range"
output OnAmmoDepleted(void) : "Fires when tank runs out of ammo"
output OnGotController(void) : "Fires when an NPC starts to control this tank. Players do NOT fire this input."
output OnLostController(void) : "Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input."
output OnGotPlayerController(void) : "Fires when a Player starts to control this tank. NPCs do NOT fire this input."
output OnLostPlayerController(void) : "Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input."
output OnReadyToFire(void) : "Fires once when the tank is done waiting to fire between rounds"
]
@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "Pistol"
2: "SMG1"
3: "AR2"
4: "Laser"
]
spawnflags(flags) =
[
8192: "Ignore range when making viewcone checks" : 0
256 : "Aiming Assistance (Player Only)" : 0
]
]
@SolidClass base(BaseTank) = func_tankpulselaser : "Brush Pulse Laser"
[
PulseSpeed(float) : "Pulse Speed" : 1000 : "How fast does pulse travel"
PulseColor(color255) : "Pulse Color" : "255 0 0" : "Color of the pulse"
PulseWidth(float) : "Pulse Width" : "20" : "Width of the pulse"
PulseLife(float) : "Pulse Life" : 2 : "(Seconds) How long the pulse lasts"
PulseLag(float) : "Pulse Lag" : "0.05" : "(Seconds) How far behind is pulse tail"
PulseFireSound(sound) : "Pulse Fire Sound" : "" : "Sound played when pulse fires"
]
@SolidClass base(BaseTank) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_destination) : "env_laser Entity"
]
@SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret"
[
rocketspeed(float) : "Projectile speed" : 800 : "Speed the rocket will travel at."
]
@SolidClass base(BaseTank) = func_tankairboatgun : "Airboat Gun Turret"
[
airboat_gun_model(target_destination) : "Name of a prop_dynamic which is the airboat gun model"
]
@SolidClass base(BaseTank) = func_tankapcrocket : "APC Rocket Turret"
[
rocketspeed(float) : "Projectile speed" : 800 : "Speed the rocket will travel at."
burstcount(integer) : "Burst shot count" : 10 : "Number of missiles to shoot in a burst"
input DeathVolley(void) : "Fire a burst of rockets cause we're dying."
]
@SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
firedelay(string) : "Shell travel time" : 2 : "How long after the turret fires before the shell impacts"
firestartsound(sound) : "Firing start sound" : "" : "Sound of the mortar firing"
fireendsound(sound) : "Firing end sound" : ""
incomingsound(sound) : "Incoming Shell Sound" : "" : "Sound of the shell falling on the target"
warningtime(float) : "Incoming warning time" : "1" : "How long before the shell impacts to play the warning sound"
firevariance(float) : "Fire time variance" : "0" : "How much variability to add to fire rate (time +-)"
input FireAtWill(void) : "Allow tank to fire next shot as soon as ready."
]
@SolidClass base(BaseTank) = func_tankphyscannister : "PhysCannister Turret"
[
barrel_volume(target_destination) : "Barrel Volume" : "" : "Name of a trigger the specifies the volume in which cannisters must be placed."
]
//-------------------------------------------------------------------------
//
// Items
//
//-------------------------------------------------------------------------
@BaseClass color(0 0 200) base(Targetname, Angles, Shadow) = Item
[
spawnflags(Flags) =
[
1 : "Start constrained" : 0
]
minsurvivors(integer) : "Minimum Survivors" : 0 : "Amount of survivors required for this item to spawn"
output OnPlayerPickup(void) : "Fires when the player picks up this item"
]
@PointClass base(Item) studioprop("models/ammo/barricade_pile.mdl")= item_ammo_barricadepile : "Barricade Boards Pile"
[
boardscount(integer) : "Number of boards" : 12 : "Amount of boards in this pile"
input SetBoardsCount(integer) : "Update the number of boards in this pile (0 = remove the entity)."
]
@PointClass base(Item) studioprop("models/ammo/box_pistol.mdl")= item_ammo_pistol : "Box of Pistol ammo" []
@PointClass base(Item) studioprop("models/ammo/box_shotgun.mdl")= item_ammo_shotgun : "Box of Shotgun ammo" []
@PointClass base(Item) studioprop("models/ammo/box_rifle.mdl")= item_ammo_rifle : "Box of SMG1 ammo" []
@PointClass base(Item) studioprop("models/ammo/box_revolver.mdl")= item_ammo_revolver : "Box of 357 ammo" []
@PointClass base(Item) studioprop("models/ammo/kevlar.mdl") = item_armor : "Kevlar Armor" []
@PointClass base(Item) studioprop("models/ammo/healthkit.mdl") = item_healthkit : "Small Health Kit" []
@PointClass base(Item) studioprop("models/ammo/pills.mdl") = item_pills : "Personal Health Kit" []
@PointClass base(Item) studioprop("models/zp_props/barricades/barricade_small.mdl") = item_ammo_barricade : "Barricade Board" []
@PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter) studio("models/items/item_item_crate.mdl") = prop_itemcrate : "Item Crate"
[
CrateType(choices) : "Crate Contains" : 0 =
[
0 : "Contains specified item"
]
ItemClass(pointentityclass) : "Item Type" : "item_ammo_pistol" : "Class name of the entity to spawn when the crate is broken"
ItemCount(integer) : "Item Count" : 1 : "Number of items to emit upon breakage"
// Inputs
input Kill(void) : "Remove the item crate"
input Break(void) : "Breaks the breakable."
input SetHealth(integer) : "Sets a new value for health. If the breakable's health reaches zero it will break."
input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
// Outputs
output OnBreak(void) : "Fires when broken."
output OnHealthChanged(float) : "Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
]
//-------------------------------------------------------------------------
//
// Weapons
//
//-------------------------------------------------------------------------
@BaseClass color(0 0 200) base(Targetname, Angles) = Weapon
[
ignorerules(choices) : "Ignore Limiter" : 0 =
[
0: "False"
1: "True"
]
spawnflags(Flags) =
[
1 : "Start constrained" : 0
]
minsurvivors(integer) : "Minimum Survivors" : 0 : "Amount of survivors required for this weapon to spawn"
output OnPlayerUse(void) : "Fires when the player +uses this weapon"
output OnPlayerPickup(void) : "Fires when the player picks up this weapon"
output OnNPCPickup(void) : "Fires when an NPC picks up this weapon"
]
@BaseClass color(0 0 200) base(Targetname, Angles) = RandomItem
[
ignorerules(choices) : "Ignore Limiter" : 0 =
[
0: "False"
1: "True"
]
spawnflags(Flags) =
[
1 : "Start constrained" : 0
]
minsurvivors(integer) : "Minimum Survivors" : 0 : "Amount of survivors required for this weapon to spawn"
]
@BaseClass color(0 0 200) base(Targetname, Angles) = RandomDefines
[
]
@PointClass base(Weapon) studioprop("models/weapons/w_crowbar.mdl") = weapon_crowbar : "Crowbar" []
@PointClass base(Weapon) studioprop("models/weapons/w_mp5.mdl") = weapon_mp5 : "MP5" []
@PointClass base(Weapon) studioprop("models/weapons/w_revolver.mdl") = weapon_revolver : "Revolver" []
@PointClass base(Weapon) studioprop("models/weapons/w_supershorty.mdl") = weapon_supershorty : "Super Shorty shotgun" []
@PointClass base(Weapon) studioprop("models/weapons/w_870.mdl") = weapon_870 : "Remmington 870" []
@PointClass base(Weapon) studioprop("models/weapons/w_winchester.mdl") = weapon_winchester : "Winchester" []
@PointClass base(Weapon) studioprop("models/weapons/w_grenade.mdl") = weapon_frag : "Frag Grenade" []
@PointClass base(Weapon) studioprop("models/weapons/w_ppk.mdl") = weapon_ppk : "PPK" []
@PointClass base(Weapon) studioprop("models/weapons/w_glock.mdl") = weapon_glock : "Glock 17" []
@PointClass base(Weapon) studioprop("models/weapons/w_glock18c.mdl") = weapon_glock18c : "Glock 18c" []
@PointClass base(Weapon) studioprop("models/weapons/w_usp.mdl") = weapon_usp : "USP" []
@PointClass base(Weapon) studioprop("models/weapons/w_ak47.mdl") = weapon_ak47 : "ak47" []
@PointClass base(Weapon) studioprop("models/weapons/w_m4.mdl") = weapon_m4 : "m4" []
@PointClass base(Weapon) studioprop("models/weapons/w_ied.mdl") = weapon_ied : "IED Bomb" []
@PointClass base(Weapon) studioprop("models/weapons/w_baseballbat_aluminum.mdl") = weapon_bat_aluminum : "aluminum bat" []
@PointClass base(Weapon) studioprop("models/weapons/w_baseballbat_wood.mdl") = weapon_bat_wood : "wood bat" []
@PointClass base(Weapon) studioprop("models/weapons/w_axe.mdl") = weapon_axe : "axe" []
@PointClass base(Weapon) studioprop("models/weapons/w_chair.mdl") = weapon_chair : "chair" []
@PointClass base(Weapon) studioprop("models/weapons/w_golf.mdl") = weapon_golf : "golf" []
@PointClass base(Weapon) studioprop("models/weapons/w_keyboard.mdl") = weapon_keyboard : "keyboard" []
@PointClass base(Weapon) studioprop("models/weapons/w_plank.mdl") = weapon_plank : "plank" []
@PointClass base(Weapon) studioprop("models/weapons/w_shovel.mdl") = weapon_shovel : "shovel" []
@PointClass base(Weapon) studioprop("models/weapons/w_sledgehammer.mdl") = weapon_sledgehammer : "sledgehammer" []
@PointClass base(Weapon) studioprop("models/weapons/w_spanner.mdl") = weapon_spanner : "spanner" []
@PointClass base(Weapon) studioprop("models/weapons/w_wrench.mdl") = weapon_wrench : "wrench" []
@PointClass base(Weapon) studioprop("models/weapons/w_pipe_wrench.mdl") = weapon_pipewrench : "pipe wrench" []
@PointClass base(Weapon) studioprop("models/weapons/w_pot.mdl") = weapon_pot : "pot" []
@PointClass base(Weapon) studioprop("models/weapons/w_fryingpan.mdl") = weapon_fryingpan : "fryingpan" []
@PointClass base(Weapon) studioprop("models/weapons/w_pipe.mdl") = weapon_pipe : "pipe" []
@PointClass base(Weapon) studioprop("models/weapons/w_machete.mdl") = weapon_machete : "machete" []
@PointClass base(Weapon) studioprop("models/weapons/w_tireiron.mdl") = weapon_tireiron : "tireiron" []
@PointClass base(Weapon) studioprop("models/weapons/w_barricade.mdl") = weapon_barricade : "Barricade" []
@PointClass base(Angles) studioprop("models/zp_props/barricades/barricade_small.mdl") = weapon_barricadeplank : "Barricade and Plank" []
@PointClass base(Weapon) studioprop("models/weapons/w_meatcleaver.mdl") = weapon_meatcleaver : "Meat Cleaver" []
@PointClass base(Weapon) studioprop("models/weapons/w_inoculator.mdl") = weapon_inoculator : "Inoculator"
[
state(choices) : "Inoculator type" : 0 : "Set which type of inoculator this is." =
[
-1: "Random"
0: "White - Default (partial heal)"
1: "Red (full healing)"
2: "Green (infection delaying)"
]
]
@PointClass base(Weapon) studioprop("models/weapons/w_racket.mdl") = weapon_racket : "Tennis Racket" []
@PointClass base(Weapon) studioprop("models/weapons/w_broom.mdl") = weapon_broom : "Broom" []
// Weapon limit
@PointClass base(RandomDefines) iconsprite("editor/weapons_limit.vmt") = weapons_limit :
"Spawns a random item definition entity. Enter item as key and limit as value (turn off smartedit). e.g. weapon_glock 3"
[
weapon_pipewrench(integer) : "weapon_pipewrench" : -1 : "Number of weapon_pipewrench entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_wrench(integer) : "weapon_wrench" : -1 : "Number of weapon_wrench entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_chair(integer) : "weapon_chair" : -1 : "Number of weapon_chair entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_plank(integer) : "weapon_plank" : -1 : "Number of weapon_plank entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_barricade(integer) : "weapon_barricade" : -1 : "Number of weapon_barricade entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_barricadeplank(integer) : "weapon_barricadeplank" : -1 : "Number of weapon_barricadeplank entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_winchester(integer) : "weapon_winchester" : -1 : "Number of weapon_winchester entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_m4(integer) : "weapon_m4" : -1 : "Number of weapon_m4 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ied(integer) : "weapon_ied" : -1 : "Number of weapon_ied entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
// weapon_broom(integer) : "weapon_broom" : -1 : "Number of weapon_broom entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_golf(integer) : "weapon_golf" : -1 : "Number of weapon_golf entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_keyboard(integer) : "weapon_keyboard" : -1 : "Number of weapon_keyboard entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
// weapon_racket(integer) : "weapon_racket" : -1 : "Number of weapon_racket entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_spanner(integer) : "weapon_spanner" : -1 : "Number of weapon_spanner entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_pot(integer) : "weapon_pot" : -1 : "Number of weapon_pot entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_fryingpan(integer) : "weapon_fryingpan" : -1 : "Number of weapon_fryingpan entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_sledgehammer(integer) : "weapon_sledgehammer" : -1 : "Number of weapon_sledgehammer entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_bat_aluminum(integer) : "weapon_bat_aluminum" : -1 : "Number of weapon_bat_aluminum entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_bat_wood(integer) : "weapon_bat_wood" : -1 : "Number of weapon_axe entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_axe(integer) : "weapon_axe" : -1 : "Number of weapon_bat_wood entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_shovel(integer) : "weapon_shovel" : -1 : "Number of weapon_shovel entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_crowbar(integer) : "weapon_crowbar" : -1 : "Number of weapon_crowbar entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_pipe(integer) : "weapon_pipe" : -1 : "Number of weapon_pipe entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_machete(integer) : "weapon_machete" : -1 : "Number of weapon_machete entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_tireiron(integer) : "weapon_tireiron" : -1 : "Number of weapon_tireiron entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
// weapon_torque(integer) : "weapon_torque" : -1 : "Number of weapon_torque entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_glock(integer) : "weapon_glock" : -1 : "Number of weapon_glock entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_glock18c(integer) : "weapon_glock18c" : -1 : "Number of weapon_glock18c entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_usp(integer) : "weapon_usp" : -1 : "Number of weapon_usp entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ppk(integer) : "weapon_ppk" : -1 : "Number of weapon_ppk entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ak47(integer) : "weapon_ak47" : -1 : "Number of weapon_ak47 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_mp5(integer) : "weapon_mp5" : -1 : "Number of weapon_mp5 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_870(integer) : "weapon_870" : -1 : "Number of weapon_870 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_supershorty(integer) : "weapon_supershorty" : -1 : "Number of weapon_supershorty entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_revolver(integer) : "weapon_revolver" : -1 : "Number of weapon_revolver entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_frag(integer) : "weapon_frag" : -1 : "Number of weapon_frag entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator(integer) : "weapon_inoculator" : -1 : "Number of weapon_inoculator entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator_full(integer) : "weapon_inoculator_full" : -1 : "Number of weapon_inoculator_full entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator_delay(integer) : "weapon_inoculator_delay" : -1 : "Number of weapon_inoculator_delay entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
]
// random (item limiting and defining)
@PointClass base(RandomDefines) iconsprite("editor/random_def.vmt") = random_def :
"Spawns a random item definition entity. Enter item as key and limit as value (turn off smartedit). e.g. weapon_glock 3"
[
weapon_wrench(integer) : "weapon_wrench" : -1 : "Number of weapon_wrench entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_chair(integer) : "weapon_chair" : -1 : "Number of weapon_chair entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_plank(integer) : "weapon_plank" : -1 : "Number of weapon_plank entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_barricade(integer) : "weapon_barricade" : -1 : "Number of weapon_barricade entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_barricadeplank(integer) : "weapon_barricadeplank" : -1 : "Number of weapon_barricadeplank entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_winchester(integer) : "weapon_winchester" : -1 : "Number of weapon_winchester entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_m4(integer) : "weapon_m4" : -1 : "Number of weapon_m4 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ied(integer) : "weapon_ied" : -1 : "Number of weapon_ied entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_meatcleaver(integer) : "weapon_meatcleaver" : -1 : "Number of weapon_meatcleaver entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_pipewrench(integer) : "weapon_pipewrench" : -1 : "Number of weapon_pipewrench entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_broom(integer) : "weapon_broom" : -1 : "Number of weapon_broom entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_golf(integer) : "weapon_golf" : -1 : "Number of weapon_golf entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_keyboard(integer) : "weapon_keyboard" : -1 : "Number of weapon_keyboard entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_racket(integer) : "weapon_racket" : -1 : "Number of weapon_racket entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_spanner(integer) : "weapon_spanner" : -1 : "Number of weapon_spanner entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_pot(integer) : "weapon_pot" : -1 : "Number of weapon_pot entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_fryingpan(integer) : "weapon_fryingpan" : -1 : "Number of weapon_fryingpan entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_sledgehammer(integer) : "weapon_sledgehammer" : -1 : "Number of weapon_sledgehammer entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_bat_aluminum(integer) : "weapon_bat_aluminum" : -1 : "Number of weapon_bat_aluminum entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_bat_wood(integer) : "weapon_bat_wood" : -1 : "Number of weapon_axe entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_axe(integer) : "weapon_axe" : -1 : "Number of weapon_bat_wood entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_shovel(integer) : "weapon_shovel" : -1 : "Number of weapon_shovel entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_crowbar(integer) : "weapon_crowbar" : -1 : "Number of weapon_crowbar entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_pipe(integer) : "weapon_pipe" : -1 : "Number of weapon_pipe entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_machete(integer) : "weapon_machete" : -1 : "Number of weapon_machete entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_tireiron(integer) : "weapon_tireiron" : -1 : "Number of weapon_tireiron entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_glock(integer) : "weapon_glock" : -1 : "Number of weapon_glock entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_glock18c(integer) : "weapon_glock18c" : -1 : "Number of weapon_glock18c entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_usp(integer) : "weapon_usp" : -1 : "Number of weapon_usp entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ppk(integer) : "weapon_ppk" : -1 : "Number of weapon_ppk entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_ak47(integer) : "weapon_ak47" : -1 : "Number of weapon_ak47 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_mp5(integer) : "weapon_mp5" : -1 : "Number of weapon_mp5 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_870(integer) : "weapon_870" : -1 : "Number of weapon_870 entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_supershorty(integer) : "weapon_supershorty" : -1 : "Number of weapon_supershorty entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_revolver(integer) : "weapon_revolver" : -1 : "Number of weapon_revolver entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_frag(integer) : "weapon_frag" : -1 : "Number of weapon_frag entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator(integer) : "weapon_inoculator" : -1 : "Number of weapon_inoculator entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator_full(integer) : "weapon_inoculator_full" : -1 : "Number of weapon_inoculator_full entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
weapon_inoculator_delay(integer) : "weapon_inoculator_delay" : -1 : "Number of weapon_inoculator_delay entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_ammo_pistol(integer) : "item_ammo_pistol" : -1 : "Number of item_ammo_pistol entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_ammo_revolver(integer) : "item_ammo_revolver" : -1 : "Number of item_ammo_revolver entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_ammo_shotgun(integer) : "item_ammo_shotgun" : -1 : "Number of item_ammo_shotgun entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_ammo_rifle(integer) : "item_ammo_rifle" : -1 : "Number of item_ammo_rifle entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_ammo_barricade(integer) : "item_ammo_barricade" : -1 : "Number of item_ammo_barricade entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_armor(integer) : "item_armor" : -1 : "Number of item_armor entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_healthkit(integer) : "item_healthkit" : -1 : "Number of item_healthkit entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
item_pills(integer) : "item_pills" : -1 : "Number of item_pills entities to spawn at round start. -1(default) = unlimited; 0 = dont spawn."
]
@PointClass base(RandomDefines) iconsprite("editor/random_limit.vmt") = random_limit : "Spawns a random limit placement entity. Enter random_* as key and limit as value (turn off smartedit). e.g. random_melee 3"
[
random_any(integer) : "random_any" : -1 : "Number of random_any entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_smg(integer) : "random_smg" : -1 : "Number of random_smg entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_weapon(integer) : "random_weapon" : -1 : "Number of random_weapon entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_firearm(integer) : "random_firearm" : -1 : "Number of random_firearm entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_rifle(integer) : "random_rifle" : -1 : "Number of random_rifle entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_shotrev(integer) : "random_shotrev" : -1 : "Number of random_shotrev entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_pistol(integer) : "random_pistol" : -1 : "Number of random_pistol entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_melee(integer) : "random_melee" : -1 : "Number of random_melee entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_ammo(integer) : "random_ammo" : -1 : "Number of random_ammo entities to turn on at round start. -1(default) = unlimited; 0 = none."
random_misc(integer) : "random_misc" : -1 : "Number of random_misc entities to turn on at round start. -1(default) = unlimited; 0 = none."
]
//-------------------------------------------------------------------------
//
// Random Bases
//
//-------------------------------------------------------------------------
@BaseClass = RandomBase_Ammo
[
// Ammo
ammo_pistol(choices) : "Spawn Pistol Ammo" : 0 =
[
0 : "Yes"
1 : "No"
]
ammo_rev(choices) : "Spawn Revolver Ammo" : 0 =
[
0 : "Yes"
1 : "No"
]
ammo_rifle(choices) : "Spawn Rifle Ammo" : 0 =
[
0 : "Yes"
1 : "No"
]
ammo_shotgun(choices) : "Spawn Shotgun Ammo" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Misc
[
// Misc
misc_pills(choices) : "Spawn Pills" : 0 =
[
0 : "Yes"
1 : "No"
]
misc_healthkit(choices) : "Spawn Healthkit" : 0 =
[
0 : "Yes"
1 : "No"
]
misc_armor(choices) : "Spawn Armor" : 0 =
[
0 : "Yes"
1 : "No"
]
misc_inoculator(choices) : "Spawn Inoculator" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Melee
[
// Melee
melee_sledge(choices) : "Spawn Sledgehammer" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_shovel(choices) : "Spawn Shovel" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_chair(choices) : "Spawn Chair" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_crowbar(choices) : "Spawn Crowbar" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_pot(choices) : "Spawn Pot" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_pipe(choices) : "Spawn Pipe" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_wrench(choices) : "Spawn Wrench" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_pipewrench(choices) : "Spawn Pipe-Wrench" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_machete(choices) : "Spawn Machete" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_tireiron(choices) : "Spawn Tireiron" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_spanner(choices) : "Spawn Spanner" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_golfclub(choices) : "Spawn Golfclub" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_fireaxe(choices) : "Spawn Fireaxe" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_bat_wood(choices) : "Spawn Baseball bat (wood)" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_bat(choices) : "Spawn Baseball bat (aluminium)" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_fryingpan(choices) : "Spawn Fryingpan" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_keyboard(choices) : "Spawn Keyboard" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_plank(choices) : "Spawn Plank" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_meatcleaver(choices) : "Spawn Meat Cleaver" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_barricade(choices) : "Spawn Barricade Hammer" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_racket(choices) : "Spawn Tennis Racket" : 0 =
[
0 : "Yes"
1 : "No"
]
melee_broom(choices) : "Spawn Broom" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Rifles
[
// Rifles
rifle_ak47(choices) : "Spawn AK47" : 0 =
[
0 : "Yes"
1 : "No"
]
rifle_m4(choices) : "Spawn M4" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Smgs
[
// Smgs
smg_mp5(choices) : "Spawn MP5" : 0 =
[
0 : "Yes"
1 : "No"
]
smg_glock18c(choices) : "Spawn Glock18c" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Shotguns
[
// Shotguns
shot_remington870(choices) : "Spawn Remington 870" : 0 =
[
0 : "Yes"
1 : "No"
]
shot_winchester(choices) : "Spawn Winchester" : 0 =
[
0 : "Yes"
1 : "No"
]
shot_supershorty(choices) : "Spawn Super-Shorty" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Pistols
[
// Pistols
pistol_glock(choices) : "Spawn Glock17" : 0 =
[
0 : "Yes"
1 : "No"
]
pistol_usp(choices) : "Spawn USP" : 0 =
[
0 : "Yes"
1 : "No"
]
pistol_ppk(choices) : "Spawn PPK" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Magnums
[
// Magnums
mag_revolver(choices) : "Spawn Revolver" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass = RandomBase_Explosives
[
// Explosives
exp_ied(choices) : "Spawn IED" : 0 =
[
0 : "Yes"
1 : "No"
]
exp_frag(choices) : "Spawn Grenade" : 0 =
[
0 : "Yes"
1 : "No"
]
]
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
@PointClass base(RandomItem, RandomBase_Misc, RandomBase_Melee, RandomBase_Pistols, RandomBase_Magnums, RandomBase_Shotguns, RandomBase_Rifles, RandomBase_Smgs, RandomBase_Explosives, RandomBase_Ammo ) iconsprite("editor/random_any.vmt") = random_any : "Spawns a random weapon or item"
[
special_barricade(choices) : "Spawn Barricade" : 1 =
[
0 : "Yes"
1 : "No"
]
special_barricadeplank(choices) : "Spawn Barricade and Plank" : 1 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem, RandomBase_Melee, RandomBase_Pistols, RandomBase_Magnums, RandomBase_Shotguns, RandomBase_Rifles, RandomBase_Smgs, RandomBase_Explosives) iconsprite("editor/random_weapon.vmt") = random_weapon : "Spawns a random weapon of any kind, including melee and grenades"
[
]
@PointClass base(RandomItem, RandomBase_Pistols, RandomBase_Magnums, RandomBase_Shotguns, RandomBase_Rifles, RandomBase_Smgs) iconsprite("editor/random_firearm.vmt") = random_firearm : "Spawns a random firearm"
[
]
@PointClass base(RandomItem, RandomBase_Smgs) iconsprite("editor/random_smg.vmt") = random_smg : "Spawns a random smg"
[
]
@PointClass base(RandomItem, RandomBase_Rifles) iconsprite("editor/random_rifle.vmt") = random_rifle : "Spawns a random rifle"
[
]
@PointClass base(RandomItem, RandomBase_Pistols) iconsprite("editor/random_pistol.vmt") = random_pistol : "Spawns a random sidearm"
[
]
@PointClass base(RandomItem, RandomBase_Melee) iconsprite("editor/random_melee.vmt") = random_melee : "Spawns a random melee weapon"
[
]
@PointClass base(RandomItem, RandomBase_Ammo) iconsprite("editor/random_ammo.vmt") = random_ammo : "Spawns a random ammo box"
[
]
@PointClass base(RandomItem, RandomBase_Shotguns, RandomBase_Magnums) iconsprite("editor/random_shotrev.vmt") = random_shotrev : "Spawns a random shotgun or revolver"
[
]
@PointClass base(RandomItem, RandomBase_Misc) iconsprite("editor/random_misc.vmt") = random_misc : "Spawns a random misc item"
[
]
@PointClass base(RandomItem) studioprop("models/zp_props/barricades/barricade_small.mdl") = random_barricade : "Spawn Barricade Board or Hammer"
[
melee_barricade(choices) : "Spawn Barricade Hammer" : 1 =
[
0 : "Yes"
1 : "No"
]
special_barricade(choices) : "Spawn Barricade" : 0 =
[
0 : "Yes"
1 : "No"
]
special_barricadeplank(choices) : "Spawn Barricade and Plank" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem, RandomBase_Explosives) studioprop("models/weapons/w_grenade.mdl") = random_explosives : "Spawn random explosives" []
@PointClass base(RandomItem) studioprop("models/weapons/w_crowbar.mdl") = random_wep_crowbar : "Random spawn for Crowbar"
[
melee_crowbar(choices) : "Spawn Crowbar" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_mp5.mdl") = random_wep_mp5 : "MP5"
[
smg_mp5(choices) : "Spawn MP5" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_revolver.mdl") = random_wep_revolver : "Random spawn for Revolver"
[
mag_revolver(choices) : "Spawn Revolver" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_supershorty.mdl") = random_wep_supershorty : "Random spawn for Super Shorty shotgun"
[
shot_supershorty(choices) : "Spawn Super Shorty shotgun" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_870.mdl") = random_wep_870 : "Random spawn for Remmington 870"
[
shot_remington870(choices) : "Spawn Remmington 870" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_winchester.mdl") = random_wep_winchester : "Random spawn for Winchester"
[
shot_winchester(choices) : "Spawn Winchester" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_grenade.mdl") = random_wep_frag : "Random spawn for Frag Grenade"
[
exp_frag(choices) : "Spawn Frag Grenade" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_ppk.mdl") = random_wep_ppk : "Random spawn for PPK"
[
pistol_ppk(choices) : "Spawn PPK" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_glock.mdl") = random_wep_glock : "Random spawn for Glock 17"
[
pistol_glock(choices) : "Spawn Glock 17" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_glock18c.mdl") = random_wep_glock18c : "Random spawn for Glock 18c"
[
smg_glock18c(choices) : "Spawn Glock 18c" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_usp.mdl") = random_wep_usp : "Random spawn for USP"
[
pistol_usp(choices) : "Spawn USP" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_ak47.mdl") = random_wep_ak47 : "Random spawn for ak47"
[
rifle_ak47(choices) : "Spawn AK47" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_m4.mdl") = random_wep_m4 : "Random spawn for m4"
[
rifle_m4(choices) : "Spawn M4" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_ied.mdl") = random_wep_ied : "Random spawn for IED Bomb"
[
exp_ied(choices) : "Spawn IED" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_baseballbat_aluminum.mdl") = random_wep_bat_aluminum : "Random spawn for Aluminum Bat"
[
melee_bat(choices) : "Spawn Aluminum Bat" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_baseballbat_wood.mdl") = random_wep_bat_wood : "Random spawn for Wood Bat"
[
melee_bat_wood(choices) : "Spawn Wood Bat" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_axe.mdl") = random_wep_axe : "Random spawn for Axe"
[
melee_fireaxe(choices) : "Spawn Axe" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_chair.mdl") = random_wep_chair : "Random spawn for Chair"
[
melee_chair(choices) : "Spawn Chair" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_golf.mdl") = random_wep_golf : "Random spawn for Golf"
[
melee_golfclub(choices) : "Spawn Golfclub" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_keyboard.mdl") = random_wep_keyboard : "Random spawn for Keyboard"
[
melee_keyboard(choices) : "Spawn Keyboard" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_plank.mdl") = random_wep_plank : "Random spawn for Plank"
[
melee_plank(choices) : "Spawn Plank" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_shovel.mdl") = random_wep_shovel : "Random spawn for Shovel"
[
melee_shovel(choices) : "Spawn Shovel" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_sledgehammer.mdl") = random_wep_sledgehammer : "Random spawn for Sledgehammer"
[
melee_sledge(choices) : "Spawn Sledgehammer" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_spanner.mdl") = random_wep_spanner : "Random spawn for Spanner"
[
melee_spanner(choices) : "Spawn Spanner" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_wrench.mdl") = random_wep_wrench : "Random spawn for Wrench"
[
melee_wrench(choices) : "Spawn Wrench" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_pipe_wrench.mdl") = random_wep_pipewrench : "Random spawn for Pipe-Wrench"
[
melee_pipewrench(choices) : "Spawn Pipe-Wrench" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_pot.mdl") = random_wep_pot : "Random spawn for Pot"
[
melee_pot(choices) : "Spawn Pot" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_fryingpan.mdl") = random_wep_fryingpan : "Random spawn for Fryingpan"
[
melee_fryingpan(choices) : "Spawn Fryingpan" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_pipe.mdl") = random_wep_pipe : "Random spawn for Pipe"
[
melee_pipe(choices) : "Spawn Pipe" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_machete.mdl") = random_wep_machete : "Random spawn for Machete"
[
melee_machete(choices) : "Spawn Machete" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_tireiron.mdl") = random_wep_tireiron : "Random spawn for Tireiron"
[
melee_tireiron(choices) : "Spawn Tireiron" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_meatcleaver.mdl") = random_wep_meatcleaver : "Random spawn for Meat Cleaver"
[
melee_meatcleaver(choices) : "Spawn Meat Cleaver" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_inoculator.mdl") = random_item_inoculator : "Random spawn for Inoculator"
[
misc_inoculator(choices) : "Spawn Inoculator" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_racket.mdl") = random_wep_racket : "Random spawn for Tennis Racket"
[
melee_racket(choices) : "Spawn Tennis Racket" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(RandomItem) studioprop("models/weapons/w_broom.mdl") = random_wep_broom : "Random spawn for Broom"
[
melee_broom(choices) : "Spawn Broom" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(Item) studioprop("models/ammo/kevlar.mdl") = random_item_armor : "Random spawn for Kevlar Armor"
[
misc_armor(choices) : "Spawn Kevlar Armor" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(Item) studioprop("models/ammo/healthkit.mdl") = random_item_healthkit : "Random spawn for Healthkit"
[
misc_healthkit(choices) : "Spawn Healthkit" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass base(Item) studioprop("models/ammo/pills.mdl") = random_item_pills : "Random spawn for Pills"
[
misc_pills(choices) : "Spawn Pills" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@SolidClass base(Trigger) = trigger_vphysics_motion :
"A volumetric trigger that affects the motion of vphysics objects that touch it."
[
spawnflags(Flags) =
[
4096 : "Can move (through hierarchical attachment)" : 0
]
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"
input SetGravityScale(float) : "Scale gravity of objects in the field."
SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"
input SetAdditionalAirDensity(float) : "Additional air density for drag"
SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"
input SetVelocityLimit(float) : "Max velocity in field."
SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"
input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"
input SetVelocityLimitTime(string) : "Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value"
SetVelocityScale(float) : "Velocity scale/drag" : "1.0"
input SetVelocityScale(float) : "Velocity scale/drag"
SetAngVelocityLimit(float) : "Max angular velocity in field (degrees/s, 0 disables)" : "0.0"
input SetAngVelocityLimit(float) : "Max angular velocity in field."
SetAngVelocityScale(float) : "Angular Velocity scale/drag" : "1.0"
input SetAngVelocityScale(float) : "Angular Velocity scale/drag"
SetLinearForce(float) : "Linear force (0 disables)" : "0.0"
input SetLinearForce(float) : "Linear force (0 disables)"
SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))" : "0 0 0"
// input SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))"
ParticleTrailMaterial(string) : "Particle Trail Material" : : "Name of a material to use for the particle trail, no name means no particle trail"
ParticleTrailLifetime(float) : "Particle Trail Lifetime" : 4 : "Lifetime of the particles to emit"
ParticleTrailStartSize(float) : "Particle Trail Starting Sprite Size" : 2 : "Starting size of the sprite to emit"
ParticleTrailEndSize(float) : "Particle Trail Ending Sprite Size" : 3 : "Ending size of the sprite to emit"
// Inputs
input Enable(void) : "Enable the trigger."
input Disable(void): "Disable the trigger."
input Toggle(void) : "Toggle enable/disable."
]
// @PointClass base(Weapon) = weapon_brickbat : "Brickbat"
// [
// BrickbatType(choices) : "BrickbatType" : "Rock" =
// [
// 0 : "Rock"
// 1 : "Beer Bottle"
// 2 : "Headcrab"
// 3 : "Cremator Head"
// ]
// ]
@PointClass base(Targetname, Weapon) iconsprite("editor/item_deliver.vmt") line(255 255 255, targetname, target) studioprop() sphere(glowrange) = item_deliver : "Item Deliver"
[
delivername(string) : "HUD Name" : "" : "It will override the default ''Item Deliver'' text on the weapon slot."
itemid(string) : "ItemID" : "" : "If the ItemID is the same as the required from trigger_useable, or any of the triggers that requires item_deliver, it will go trough. Normal targetname one (old 2.x method) still works."
sound_use(sound) : "Sound On Use" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
sound_pickup(sound) : "Pickup Sound" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
dualslot(choices) : "Uses two slots?" : 0 : "Does this item uses two slots when being carried by the player?" =
[
0: "No"
1: "Yes"
]
removeonuse(choices) : "Remove on use?" : 0 : "Should we remove this when it has been used if we are an useable item?" =
[
0: "No"
1: "Yes"
]
startglowing(choices) : "Start Glowing?" : 0 : "Does this item spawn glowing?" =
[
0: "No"
1: "Yes"
]
ignorevvis(choices) : "Ignore Vvis?" : 0 : "Can we see this item beyond areaportals or Vvis clusters?" =
[
0: "No"
1: "Yes"
]
glow(choices) : "Glow?" : 0 : "Does this item glow?" =
[
0: "Yes"
1: "No"
]
isimportant(choices) : "Is Important?" : 1 : "Should this item draw on the scoreboard?" =
[
0: "No"
1: "Yes"
]
itemstate(choices) : "State" : 0 : "Which state is this item on?" =
[
0: "Deliver Item"
1: "Useable Item"
2: "Food Item"
]
carrystate(choices) : "Carry Animation" : 0 : "Which kind of animation set should we use?" =
[
0: "Default (Empty)"
1: "Deliver (1 Handed, Card/Keys)"
2: "Deliver (1 Handed, Can/Generic)"
3: "Deliver (2 Handed, Box)"
4: "Deliver (2 Handed, GasCan)"
5: "Phone"
6: "IED"
7: "Grenade"
8: "Melee 1 Handed"
9: "Melee 1 Handed Hammer"
10: "Melee 2 Handed"
11: "Melee 2 Handed Heavy"
12: "Melee 2 Handed Chair"
13: "Pistol"
14: "Revolver"
15: "MP5"
16: "M4"
17: "AK47"
18: "Shotgun 870"
19: "Shotgun Winchester"
20: "Shotgun Shorty"
21: "Inoculator"
]
food(choices) : "Give Health" : 0 : "How much health should we be give, if we are a Food Item?" =
[
0: "5"
1: "10"
2: "15"
3: "20"
4: "25"
]
glowrange(float) : "Glow Range" : 0 : "Set this to a number higher than 0, it will calculate the distance of how far the glow is still visible."
glowcolor(color255) : "Glow Color" : "255 255 255"
weight(float) : "Item weight" : 1
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
printname(material) : "Icon" : "vgui/images/obj_items/default" : "Display in weapon selection inside materials/vgui. Like images/weapons/zps_ak47_w_icon"
// carrymodel(studio) : "Model of item."
model(studio) : "WorldModel of item."
viewmodel(studio) : "ViewModel of item."
score(integer) : "Score this item is worth." : 1 : "Gives this score for the player and it's team when delivered."
drawequipped(choices) : "Draw Equipped?" : 0 : "Should the worldmodel be drawn while equipped by a player?" =
[
0: "No"
1: "Yes"
]
noswitch(choices) : "Carry Mode" : 0 : "If enabled, if picked up, player will switch weapons to this item, and if switching weapons, it will be dropped." =
[
0: "No"
1: "Yes"
]
// Inputs
input SetGlow(bool) : "Enables to disables the glow for the item."
input OverrideVisibility(bool) : "Should we allow visibility beyond areaportals or Vvis clusters?."
input ToggleConstraint(bool) : "Should we enable constraint or not?"
// Outputs
output OnItemTaken(void) : "Fires when a player takes this item."
output OnItemDropped(void) : "Fires when a player drops this item."
output OnUse(void) : "If the item is useable, it will fire when a player uses this item."
output OnUseFound(void) : "If the item is useable, it will fire when a player uses this item, and if it finds a trigger."
output OnUseAccept(void) : "If the item is useable, it will fire when a player uses this item, and if it finds a trigger, and the trigger accepts it's name (or it's ItemID)."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_useable :
"A trigger where item_deliver can be be used."
[
itemname(string) : "Name of the item this trigger will accept." : "" : "If the item name is not the same as the one we need, it will trigger the failed output."
tutorhint(choices) : "Tutor Hint" : "" =
[
"" : "My custom message"
"tutor_use_generic" : "(Pre-defined) Generic Hint"
"tutor_use_fuel" : "(Pre-defined) Fuel Hint"
]
// Outputs
output OnUsed(void) : "Fired when we have succefully used the item."
output OnUsedFailed(void) : "Fired when we have the wrong item equipped."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_barricade
[
break(choices) : "Break Barricades" : 0 : "Should this trigger be able to break barricades?" =
[
0: "No"
1: "Yes"
]
block(choices) : "Block Barricades" : 1 : "Should this trigger be able to block barricades?" =
[
0: "No"
1: "Yes"
]
// Outputs
input SetBreak(bool) : "Should this trigger break barricades?"
input SetBlock(bool) : "Should this trigger block barricades?"
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_deliverydrop
[
target(target_destination) : "Target" : : "The entity where item_deliver should be teleported to"
// Outputs
input SetTarget(string) : "Set a new target destination."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_uninfect
[
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_escape
[
output OnPlayerEscape(void) : "Fired whenever a player escape."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_infect
[
damagetype(choices) : "Types" : 0 : "Determines what damage type we do." =
[
0: "Nervgas"
1: "Radiation"
2: "Acid"
3: "Generic Damage"
]
dodamage(choices) : "Do Damage?" : 1 : "Determines if this trigger should also damage the player." =
[
0: "Off"
1: "On"
]
damage(float) : "Damage" : "1.7" : "The amount of damage the trigger will deal the player"
damagewait(integer) : "Damage Delay" : 0 : "The amount of seconds until the player should get damaged (0 means it will damage the player each second, 1 means it will delay it by 1 seoncd and so on...)"
infection(float) : "Infection Percentage" : "10.0" : "If the infection percentage is met, then the player will be infected,"
// Outputs
output OnInfect(void) : "Fired when the player gets infected."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_health
[
teamflag(choices) : "Team" : 0 : "Determines which team should be given health to." =
[
0: "Zombies"
1: "Survivors"
]
type(choices) : "Type" : 0 : "Set what mode the trigger should be on. (Adding health, or set the health to a value)" =
[
0: "Add"
1: "Set"
]
frequency(float) : "Frequency" : "0.0" : "Determines the amount of seconds it should re-trigger"
givehealth(integer) : "Health" : 100 : "The amount of health that should be given to the player(s)"
// Outputs
output OnHealthReceived(void) : "Fired when the player recieves their health."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_itemreceiver :
"A trigger where item_deliver can be delivered."
[
itemname(string) : "Name of accepted item" : "" : "Empty takes any items. Separate with a comma for multiple items."
beacontext1(string) : "Message for team survivors" : ""
beacontext3(string) : "Message for team zombies" : ""
capturetime(float) : "Capture delay" : 30
idledistance(float) : "Beacon distance (idle)" : 512
distance(float) : "Beacon distance (capturing)" : 4096
hastohold(choices) : "Player has to hold?" : 0 : "Determines if the item must be held by a player in order to fire outputs." =
[
0: "No"
1: "Yes"
]
hastodrop(choices) : "Player has to drop?" : 0 : "Determines if the item must be dropped by a player in order to fire outputs." =
[
0: "No"
1: "Yes"
]
generatebeacon(choices) : "Generate a beacon?" : 1 : "Determines if a beacon will be automatically created in the middle of this trigger." =
[
0: "No"
1: "Yes"
]
// Inputs
input InputSetItemName(string) : "Sets the name of the item this trigger accepts."
input InputSetHasToHold(bool) : "Sets if a player has to be holding the item in order to fire outputs."
// Outputs
output OnItemDelivered(void) : "Fired when a item is delivered."
output OnItemLeft(void) : "Fired when a item leaves the trigger."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_phone :
"A trigger that receives phone calls from players."
[
filtername(filterclass) : "Filter Recipients" : : "Filter to use to filter players. See filter_activator_team for example."
input Enable(void) : "Enable the trigger."
input Disable(void): "Disable the trigger."
input Toggle(void) : "Toggle enable/disable."
output OnPhoneCall(void) : "Fired when a player uses a phone inside the trigger."
]
@PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) = path_corner : "Generic path point"
[
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport to THIS path_corner" : 0
]
target(target_destination) : "Next stop target"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
// Inputs
input SetNextPathCorner(string) : "Sets next pathcorner"
// Outputs
output OnPass(void) : "Fires when a path follower passes this point"
]
//-------------------------------------------------------------------------
//
// Player effects
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons"
[
// Inputs
input Strip(void) : "Strip player's weapons"
input StripWeaponsAndSuit(void) : "Strip player's weapons and his suit"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_speedmod: "Speeds up or slows down player velocity over time (slow mo/fast forward)"
[
// Inputs
input ModifySpeed(float) : "Modifies player speed by X ammount."
]
//-------------------------------------------------------------------------
//
// Logic Entities
//
//-------------------------------------------------------------------------
@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_rotorwash : "Rotorwash Effect"
[
spawnflags(Flags) =
[
1 : "Ignore solid" : 0
]
input DoEffect(Void) : "Make a rotor puff"
]
@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) studio("models/props_combine/combine_mine01.mdl") = combine_mine : "Combine Land Mine"
[
bounce(choices) : "Bounce" : 1 : "Whether the mine should bounce up in the air before exploding." =
[
0: "No"
1: "Yes"
]
LockSilently(choices) : "Lock Silently" : 1 : "If yes, mine plays no sound when clamps close" =
[
0: "No"
1: "Yes"
]
StartDisarmed(choices) : "Start Disarmed" : 0 : "If yes, mine begins dormant." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input Disarm(void) : "Disarm this mine (open hooks and shut off) if not placed by player."
// Outputs
output OnPulledUp(void) : "Fires when this mine is uprooted with physgun"
]
@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_ar2explosion :
"AR2 explosion visual effect. Big, volume-filling brown cloud. Does not cause damage or emit sound."
[
input Explode(Void) : "Make the explosion effect."
material(material) : "Particle Material" : "particle/particle_noisesphere" : "The material to use for each particle in the explosion."
]
@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect"
[
input TurnOn(void) : "Turn on"
input TurnOff(void) : "Turn off"
input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default."
]
@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname, Angles) = env_flare : "Flare"
[
scale(float) : "Scale" : 1
duration(float) : "Duration" : 30
spawnflags(Flags) =
[
1 : "No DLight" : 0
2 : "No Smoke" : 0
4 : "Infinite" : 0
8 : "Start off" : 0
]
input Start(float) : "Start"
input Die(float) : "Die"
input Launch(float) : "Launch the flare forward with the specified speed."
]
@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"
[
parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
scale(float) : "Scale" : "1" : "Size of the muzzle flash."
input Fire(void) : "Fires the effect once."
]
@PointClass base(Targetname) iconsprite("editor/logic_objective.vmt") = logic_objective : "Objective"
[
StartEnabled(choices) : "Start Enabled" : 0 : "Whether or not this entity should be enabled on round start." =
[
0 : "No"
1 : "Yes"
]
message(string) : "Message" : "" : "Objective text that will be shown on screen."
input ObjInactive(integer) : "Set an objective as inactive. Parameter: Objective(integer)."
input ObjActive(integer) : "Set an objective as active. Parameter: Objective(integer)."
input ObjCompleted(integer) : "Set an objective as completed. Parameter: Objective(integer)."
input ObjFailed(integer) : "Set an objective as failed. Parameter: Objective(integer)."
input ObjAlmostFailed(integer) : "Set an objective as almost failed. The objective is still treated" +
"as Active but will puls on the screen. Parameter: Objective(integer)."
input ObjAlmostDone(integer) : "Set an objective as almost completed. The objective is still treated" +
"as Active but will puls on the screen. Parameter: Objective(integer)."
output OnObjectiveFailed(void) : "Fires when the objective have failed."
output OnObjectiveComplete(void) : "Fires when the objective have been completed."
]
@PointClass base(Targetname) color(200 180 0) iconsprite("editor/logic_playercounter.vmt") = logic_playercounter : "Player counter"
[
count(integer) : "Needed players" : 1
filterteam(choices) : "Filter Team Number" : 2 :
"Filters which team it will count forwards." =
[
0 : "Everyone"
2 : "Humans"
3 : "Zombies"
]
deadplayers(choices) : "Check Dead Players" : 0 :
"Checks if it should count dead players." =
[
0 : "False"
1 : "True"
]
// Inputs
input CheckPlayers(void) : "Will fire the outputs."
// Outputs
output OnReached(void) : "Fires when we reached, or surpassed the player count."
output OnNotReached(void) : "Fires when we haven't reached the recommended value."
]
@PointClass base(Targetname) color(200 180 200) iconsprite("editor/logic_wincounter.vmt") = logic_wincounter : "Win counter"
[
count(integer) : "Required Wins" : 1
team(choices) : "Filter Team" : 1 :
"Filters which team it will count forwards." =
[
0 : "Zombies"
1 : "Humans"
]
// Inputs
input CheckWins(void) : "Will fire the outputs."
input SetWins(integer) : "Sets the required wins."
input Reset(void) : "Resets tha wins."
// Outputs
output OnReached(void) : "Fires when we reached the value."
output OnReachedOver(void) : "Fires when we reached over required value."
output OnNotReached(void) : "Fires when we haven't reached the recommended value."
]
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_terrainmorph :
"Morphs terrain by pulling vertices along a normal.\n\n" +
"Place this entity the desired distance from a terrain surface and set ANGLES " +
"to the normal along which you want to pull the surface's vertices. If you set the INSTANT spawnflag, " +
"the morph will take place instantly instead of over time.\n"
[
startradius( integer ) : "Start Radius" : 500 : "Radius of the effect when morphing begins. Only this value is used" +
"if the effect is flagged to occur instantly."
goalradius( integer ) : "Goal Radius" : 100 : "Radius of the effect at the end of morphing. The radius of this effect will change from "+
"Start Radius to Goal Radius over the duration of this effect. This value is ignored if the effect is flagged to occur instantly."
duration( integer ) : "Duration" : 3 : "The morph will take place over this period of time (seconds). Ignored if flagged to occur instantly"
fraction( integer ) : "Displacement Fraction" : 1 : "If set to 1, the terrain surface will be pulled exactly to this entity's position." +
" If set to 0.5, the surface will be pulled exactly half way to this entity's position. " +
"If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. " +
"(Any Displacement Fraction greater than 1.0 will result in clipping. The surface cannot be pulled beyond " +
"This entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)"
// Inputs
input BeginMorph(void) : "Begin Morph"
spawnflags(flags) =
[
1: "Instant" : 0
]
]
//-------------------------------------------------------------------------
//
// Camera/monitor entities
//
//-------------------------------------------------------------------------
@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
FOV(float) : "FOV" : 90 : "Field of view in degrees"
// resolution(float) : "resolution" : 256 : "width/height of the render target for the camera"
UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 =
[
0 : "No"
1 : "Yes"
]
fogEnable(choices) : "Fog Enable" : 0 =
[
0 : "No"
1 : "Yes"
]
fogColor(color255) : "Fog Color" : "0 0 0"
fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
// Inputs
input ChangeFOV(string) : "Changes camera's FOV over time"
input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."
input SetOn(void) : "Turn the camera on."
input SetOff(void) : "Turn the camera off."
]
@SolidClass base(func_brush) = func_monitor :
"A monitor that renders the view from a given point_camera entity."
[
target(target_destination) : "Camera name"
// Inputs
input Toggle(void) : "Toggle - If on, turn off, if off, turn on."
input Enable(void) : "Enable."
input Disable(void) : "Disable."
input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."
]
@PointClass base(Targetname) = phys_constraintsystem : "Used to manage a group of interacting constraints and keep them stable."
[
]
//-------------------------------------------------------------------------
// Script entities
//-------------------------------------------------------------------------
@PointClass base(Targetname) = script_intro : "Script: Custom entity used to handle the intro sequence."
[
// Inputs
input Activate(void) : "Take control of the player's view and start blending the two scenes."
input Deactivate(void) : "Stop controlling the view."
input SetCameraViewEntity(string) : "Set the viewpoint to blend with the player's viewpoint."
input SetBlendMode(integer) : "Set the blending mode to use."
input SetFOV(integer) : "Set the fov for the second camera."
input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend."
input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending."
input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend."
input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending."
input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters: <alpha> <duration>"
input SetFadeColor(string) : "Set the fade color. Parameters: <Red> <Green> <Blue>"
]
//-------------------------------------------------------------------------
//
// Special effects
//
//-------------------------------------------------------------------------
@PointClass base(Angles,Targetname,Parentname) = env_citadel_energy_core : "Special effect for the energy cores in citadel."
[
spawnflags(Flags) =
[
1 : "No small particles" : 0
2 : "Start on" : 0
]
scale(float) : "Scale" : 1 : "Scale of the effect. 1 is the default size, 2 is twice that, etc."
// Inputs
input StartCharge(float) : "Start charging the core over specified number of seconds."
input StartDischarge(void) : "Start discharging the core over specified number of seconds."
input Stop(float) : "Stops the effect at any point."
]
//-------------------------------------------------------------------------
//
// Specific Zombie Panic! Source enities
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) iconsprite("editor/logic_rounds.vmt") = logic_rounds : "Auto runs when the round starts, or ends."
[
// Outputs
output OnRoundStart(void) : "Fired when a round starts."
output OnRoundEnd(void) : "Fired when a round ends."
]
@PointClass base(Targetname) iconsprite("editor/logic_playermanager.vmt") = logic_player_manager : "ZPS Player Manager."
[
// Flags
spawnflags(Flags) =
[
1 : "Remove Melee On Spawn" : 0
2 : "Custom Weapons" : 0
]
// Keyfields
stripstarterweapons(choices) : "Strip Weapons." : 0 =
[
0 : "No"
1 : "Yes"
]
alloweventsweapons(choices) : "Give Event Items" : 1 : "Equip players with holiday themed weapons ( Snowball during Christmas, Baguette during French National Day, etc )." =
[
0 : "No"
1 : "Yes"
]
give_primary(string) : "Give Primary" : "" : "If Custom weapons flag is enabled, it will give the player a primary weapon (slot 1)."
give_secondary(string) : "Give Secondary" : "" : "If Custom weapons flag is enabled, it will give the player a secondary weapon (slot 2). If Primary weapon is not set to a weapon, it will be set to slot 1."
give_armor(integer) : "Give Armor" : 0 : "If Custom weapons flag is enabled, it will give the player a set amount of armor on spawn."
basespawnwait_timer_zombie(float) : "Zombie Respawn Timer" : 1 : "Ammount in seconds the player will respawn after they die."
// Inputs
input SetNewSpawnTime(float) : "Set new zombie spawn timer"
input StripWeaponsOnSpawn(bool) : "Strip Weapons on player spawn"
]
@PointClass base(Targetname, PlayerClass, Parentname, Angles) studio("models/editor/info_lobby.mdl") = info_player_commons :
"This entity indicates the position and facing direction at which the player will spawn at when they enter the commons." +
"Any number of info_player_commons entities may be placed in a map." []
@PointClass base(Targetname, TeamPlayerClass, Parentname, Angles) studio("models/editor/info_survivor.mdl") = info_player_human :
"This entity indicates the position and facing direction at which the player will spawn at when they are a Survivor." +
"Any number of info_player_human entities may be placed in a map." []
@PointClass base(Targetname, TeamPlayerClass, Parentname, Angles) studio("models/editor/info_zombie.mdl") = info_player_zombie :
"This entity indicates the position and facing direction at which the player will spawn at when they are a Zombie." +
"Any number of info_player_zombie entities may be placed in a map." []
@PointClass base(Targetname, TeamPlayerClass, Parentname, Angles) studio("models/editor/info_carrier.mdl") = info_player_carrier :
"This entity indicates the position and facing direction at which the player will spawn at when they are a Carrier." +
"Any number of info_player_carrier entities may be placed in a map." []
@PointClass base(Targetname, PlayerClass, Parentname, Angles) studio("models/editor/camera.mdl") = info_player_observer :
"This entity indicates the position and facing direction at which the player will spawn at when they are a Spectator." +
"Any number of info_player_observer entities may be placed in a map." []
@FilterClass base(BaseFilter) iconsprite("editor/filter_activator_team.vmt") = filter_activator_team :
"A filter that filters by the team of the activator."
[
filterteam(choices) : "Filter Team Number" : 2 :
"The team number to filter by. If the filter mode is Allow, only entities whose "+
"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
"all entities EXCEPT those whose team number matches the given team will pass the filter." =
[
2 : "Humans"
3 : "Zombies"
]
]
@FilterClass base(BaseFilter) iconsprite("editor/filter_activator_type.vmt") = filter_activator_type :
"A filter that filters by player type of the activator."
[
filtertype(choices) : "Filter Team Number" : 0 :
"The player type to filter by. If the filter mode is Allow, only entities whose "+
"types matches the given player will pass the filter. If the filter mode is Disallow, "+
"all entities EXCEPT those whose player types matches the given player will pass the filter." =
[
0 : "No Carrier or Infected"
1 : "Infection Known Only"
2 : "Infected Players Only"
3 : "Carrier Only"
]
]
@FilterClass base(BaseFilter) iconsprite("editor/filter_activator_deliver.vmt") = filter_activator_deliver :
"A filter that filters if the player has an item_deliver in their inventory."
[
delivername(string) : "Deliver name" : "" : "Empty takes any deliver item."
mustbeactive(choices) : "Must be active" : 0 :
"If this filter should only check if the player has the item_deliver as an active weapon, or just inside their inventory " =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable :
"This class is the same as prop_physics, except it respawns after it breaks"
[
RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks."
]
@SolidClass base(Targetname) = func_sign:
"An entity that's designed to be applied to a brush. Targetting the brush will display Message."
[
entitydescription(string) : "Message" : : "The message to be displayed on the HUD."
]
@SolidClass base(Targetname) = func_zombieclip:
"An entity that's designed to be applied to a brush. Solid to zombies but not humans or other objects, is not rendered."
[
]
@SolidClass base(Targetname) = func_humanclip:
"An entity that's designed to be applied to a brush. Solid to humans but not zombies or other objects, is not rendered."
[
]
@SolidClass base(Targetname) = func_wepammoclip:
"An entity that's designed to be applied to a brush. Solid to weapons and ammo but not other objects, is not rendered."
[
]
@BaseClass base(Targetname) = JoinTrigger
[
]
@SolidClass base(JoinTrigger) = trigger_joinhumanteam :
"Trigger that joins the player to the Survivor team."
[
]
@SolidClass base(JoinTrigger) = trigger_joinzombieteam :
"Trigger that joins the player to the Undead team."
[
]
@SolidClass base(JoinTrigger) = trigger_joinspectatorteam :
"Trigger that joins the player to the Spectator team."
[
]
@SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button :
"A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position."
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used."
speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second."
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed."
sounds(choices) : "Sounds" : 0 =
[
0: "None (Silent)"
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"
12: "latch locked"
13: "Latch Unlocked"
14: "Lightswitch"
15: "small bleek"
16: "small deny"
17: "small doop"
18: "small tech deny"
19: "click and combine screen fuzz"
20: "roomy beep"
21: "lever or wheel: turn + move sqeek"
22: "lever or wheel: latch + release gas"
23: "lever or wheel: ratchet + sqeek"
24: "lever or wheel: large ratchet"
25: "lever or wheel: clanky + gas release"
26: "lever or wheel: latch + large metal thud"
27: "lever or wheel: smaller ratchet"
28: "lever or wheel: smaller lever move"
31: "shock buzz"
32: "clickbeep"
33: "tech blip"
34: "clickbeepbeep open"
35: "small high blip"
36: "small tech fuzz blip"
37: "small click bleep (change to lightswitch)"
40: "combine door lock - locked"
41: "combine blip growl"
42: "combine squick growl"
43: "combine whine purr"
44: "combine click talk"
45: "combine click growl fizz"
46: "combine click fizz (deny)"
47: "combine click talker"
]
wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
256: "Touch Activates": 0
512: "Damage Activates": 0
1024: "Use Activates" : 1
2048: "Starts locked" : 0
4096: "Sparks" : 0
]
locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." =
[
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 : "A sentence played when the player tries to use the button, and fails because it's locked." =
[
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 : "A sentence played when the button is unlocked." =
[
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" : : "The minimum level of ambient light that hits this brush."
]
@PointClass base(Targetname) iconsprite("editor/info_objective_list.vmt") = info_objective_list:
"An entity to define all objectives. Have inputs to set different stages on the objectives. All objectives start inactive."
[
objective0(string) : "Objective0 Text " : "" : "This is the text of the objective."
objective1(string) : "Objective1 Text " : "" : "This is the text of the objective."
objective2(string) : "Objective2 Text " : "" : "This is the text of the objective."
objective3(string) : "Objective3 Text " : "" : "This is the text of the objective."
objective4(string) : "Objective4 Text " : "" : "This is the text of the objective."
objective5(string) : "Objective5 Text " : "" : "This is the text of the objective."
objective6(string) : "Objective6 Text " : "" : "This is the text of the objective."
objective7(string) : "Objective7 Text " : "" : "This is the text of the objective."
objective8(string) : "Objective8 Text " : "" : "This is the text of the objective."
objective9(string) : "Objective9 Text " : "" : "This is the text of the objective."
objective10(string) : "Objective10 Text " : "" : "This is the text of the objective."
objective11(string) : "Objective11 Text " : "" : "This is the text of the objective."
objective12(string) : "Objective12 Text " : "" : "This is the text of the objective."
objective13(string) : "Objective13 Text " : "" : "This is the text of the objective."
objective14(string) : "Objective14 Text " : "" : "This is the text of the objective."
objective15(string) : "Objective15 Text " : "" : "This is the text of the objective."
input ObjInactive(integer) : "Set an objective as inactive. Parameter: Objective(integer)."
input ObjActive(integer) : "Set an objective as active. Parameter: Objective(integer)."
input ObjCompleted(integer) : "Set an objective as completed. Parameter: Objective(integer)."
input ObjFailed(integer) : "Set an objective as failed. Parameter: Objective(integer)."
input ObjAlmostFailed(integer) : "Set an objective as almost failed. The objective is still treated" +
"as Active but will puls on the screen. Parameter: Objective(integer)."
input ObjAlmostDone(integer) : "Set an objective as almost completed. The objective is still treated" +
"as Active but will puls on the screen. Parameter: Objective(integer)."
]
@PointClass base(Targetname, Parentname) iconsprite("editor/info_beacon.vmt") sphere(distance) = info_beacon:
"An entity to show a hint at its position. Will be shown at all times when on, even through walls."
[
follow_ent(target_source) : "Follow Entity" : : "The entity it should follow"
startactive(choices) : "Start On" : 0 : "Should it start on and be visible." =
[
0 : "No"
1 : "Yes"
]
visoverride(choices) : "Always Draw" : 0 : "Should the beacon draw trough walls and outside of vis clusters?" =
[
0 : "Yes"
1 : "No"
]
hinttype(choices) : "Type" : 0 : "The type to display." =
[
0: "Button"
1: "Human Destroy"
2: "Human Defend"
3: "Waypoint"
4: "Capture Point"
]
primary(choices) : "Primary" : 0 : "Is the beacon primary or is the info_beacon showing something with high priority, " +
"for example a main objective. The icon will be different compared to a non-primary info_beacon." =
[
0 : "No"
1 : "Yes"
]
customicons(choices) : "Custom Icons" : 0 : "Should we override the icons with our custom ones?" =
[
0 : "No"
1 : "Yes"
]
human_icon(material) : "Human Icon" : "vgui/images/icon/indicators/humans/button"
zombie_icon(material) : "Zombie Icon" : "vgui/images/icon/indicators/zombies/button"
showhealth(choices) : "Show health." : 0 : "Should it show the health. Starts with 100% health. " +
"It can be changed via the input SetHealthRatio(float)." =
[
0 : "No"
1 : "Yes"
]
displayteam(choices) : "Display Team" : 0 : "Teams that can see this beacon." =
[
0: "Everyone"
2: "Survivors"
3: "Zombies"
]
distance(float) : "Fade Distance" : "0" : "The proximity needed for this beacon to show. 0 makes it visible at any distance."
zombielabel(string) : "Custom Zombie Label" : "" : "Label shown to zombies. Displayed under the beacon. Leave empty to use default label."
survivorlabel(string) : "Custom Survivor Label" : "" : "Label shown to survivors. Displayed under the beacon. Leave empty to use default label."
input TurnOn(void) : "Turn on the beacon and make it visible for all players."
input TurnOff(void) : "Turn off the beacon."
input ShowHealth(bool) : "Set boolean if beacon should show health."
input IncrementHealthRatio(float)
input DecrementHealthRatio(float)
input SetHealthRatio(float) : "Set health ratio to show. Between [0..1] where 1.0 is maxhealth. Usage: for example a func_breakable can have an output" +
"OnHealthChanged send to this. Then the func_breakable's health will be shown by the info_beacon."
input InputSetSurvivorLabel(string) : "Sets a new label for the Survivors team."
input InputSetZombieLabel(string) : "Sets a new label for the Zombies team."
]
@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = trigger_capturepoint_zp :
"A trigger volume that both teams can capture. It is captured by having more players than the other team within the trigger. " +
"When there is equal numbers of players within the trigger then the capture process is frozen. If a team have started capturing " +
"and made some progress then the other team will start draining the progress before actually starting to capture. " +
"For every extra player within the trigger over Minimum-to-Capture the capture time will be reduced by 10%. Max 50% reduction."
[
startownteam(choices) : "Start Captured by Team" : 0 : "The team which the capture point start being controlled by." =
[
0: "None"
1: "Survivors"
2: "Zombies"
]
teamfilter(choices) : "Team Filter" : 0 : "Filters which team that can capture this point" =
[
0: "None"
2: "Survivors"
3: "Zombies"
]
showbeacon(choices) : "Show Info Beacon" : 1 : "Should we draw a beacon on this trigger?" =
[
0: "Hide"
1: "Show"
2: "Progress Bar Only"
]
allowdrain(choices) : "Allow opposite team to drain?" : 1 : "If set to a specific team filter, should we allow the opposite team to drain our point?" =
[
0: "No"
1: "Yes"
]
allowmuliply(choices) : "Drain/Capture Multiplier" : 0 : "Will multiply the speed for draining and capturing by 0.5 for each player" =
[
0: "No"
1: "Yes"
]
score(integer) : "Give score on captured?" : 0 : "This will give score to the players that captures this point, maximum amount of score that can be given is 10."
capturespeed(float) : "Capture speed" : 1 : "How fast should we capture the point? (0.1 - 10). 1 is default normal speed."
infobeacon(target_destination) : "Info Beacon" : "" : "Name of the info_beacon entity that shows the status, progress and position of this capturepoint. " +
"If left blank a info_beacon will be spawned at this entity's origin."
// Inputs
input SetCapturedTeam(integer) : "Sets the capture point to CAPTURED by team sent in the inputvalue. Used with caution. (0 = None, 1 = Survivors, 2 = Zombies)."
input SetCaptureSpeed(integer) : "Sets the capture point speed."
// Outputs
output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
output OnZombieCaptureStart(void) : "Fired when the zombies start taking control of the capture point and making progress."
output OnHumanCaptureStart(void) : "Fired when the survivors start taking control of the capture point and making progress."
output OnZombieCaptureBlocked(void) : "Fired when zombies are trying to capture and the progress is stoped."
output OnHumanCaptureBlocked(void) : "Fired when survivors are trying to capture and the progress is stoped."
output OnZombieCaptureCompleted(void) : "Fired when zombies have completed the capture and the capturepoint is now considered to be owned by the zombies."
output OnHumanCaptureCompleted(void) : "Fired when survivors have completed the capture and the capturepoint is now considered to be owned by the suvivors."
output OnZombieStartDrain(void) : "Fired when zombies are starting to drain any progress made by the humans."
output OnHumanStartDrain(void) : "Fired when survivors are starting to drain any progress made by the zombies."
output OnZombieDrainFinished(void) : "Fired when zombies have finished draining the humans progress. " +
"If the capturepoint isn't owned by anyone zombies can now start capture the neutral point."
output OnHumanDrainFinished(void) : "Fired when survivors have finished draining the zombies progress. " +
"If the capturepoint isn't owned by anyone survivors can now start capture the neutral point."
]
// ==============================================================================
// Updated base.fgd entities
//
// Change only adds icon sprites where appropriate;
// These may require changes if the entities in base.fgd are changed or updated
// ==============================================================================
// added icons to the following:
@PointClass base(Targetname) iconsprite("editor/env_texturetoggle.vmt") = env_texturetoggle :
"An entity that allows you to change the textures on other brush-built entities."
[
target(target_destination) : "Target Brush(es)."
// Inputs
input IncrementTextureIndex(void) : "Increments target brush's current texture frame by one."
input SetTextureIndex(integer) : "Sets target brush's texture frame to the specified index."
]
@PointClass base(Targetname) iconsprite("editor/game_score.vmt") = game_score :
"An entity that awards/deducts points from the player who activates it."
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
// Inputs
input ApplyScore(void) : "Add score to player."
]
@PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) iconsprite("editor/path_track.vmt") = path_track :
"An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path."
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
16: "Teleport to THIS path track" : 0
]
target(target_destination) : "Next Stop Target" : : "The next path_track in the path."
altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active."
speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+
"This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed."
radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node."
orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =
[
0 : "No change"
1 : "Face direction of motion"
2 : "Face this path_track's angles"
]
// Inputs
input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path."
input EnableAlternatePath(void) : "Enable the alternate path of the track."
input DisableAlternatePath(void) : "Disable the alternate path of the track."
input TogglePath(void) : "Cause the track to toggle on/off/"
input EnablePath(void) : "Enable the track."
input DisablePath(void) : "Disable the track."
// Outputs
output OnPass(void) : "Fired when any entity following this path passes this path_track node."
]
@PointClass base(Targetname, Angles) iconsprite("editor/point_teleport.vmt") = point_teleport :
"An entity that teleports a target entity to this position and angles. "+
"If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." +
"If object is physically simulated, simulation is turned off when teleported."
[
target(target_destination) : "Entity To Teleport" : : "Name of the entity that will be teleported."
spawnflags(flags) =
[
1 : "Teleport Home" : 0
2 : "Into Duck (episodic)" : 0
]
// Inputs
input Teleport(void) : "Teleport the target entity."
]
@PointClass iconsprite("editor/info_no_dynamic_shadow.vmt") = info_no_dynamic_shadow :
"Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+
"where shadows are drawn improperly, giving away the location of enemies."
[
sides(sidelist) : "Brush faces"
]
@PointClass base(EnvGlobal) iconsprite("editor/env_global.vmt") = env_global :
"An entity to control a game-specific global states."
[
globalstate(choices) : "Global State to Set" =
[
"gordon_precriminal" : "Gordon pre-criminal"
"antlion_allied" : "Antlions are player allies"
// "player_stealth" : "Player in APC is disguised as combine"
"suit_no_sprint" : "Suit sprint function not yet enabled"
"super_phys_gun" : "Super phys gun is enabled"
"friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
"gordon_invulnerable" : "Gordon is invulnerable"
"no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
]
]
@PointClass base(Parentname, Angles) iconsprite("editor/env_smokestack.vmt") = env_smokestack :
"An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles."
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
InitialState(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
]
BaseSpread(integer) : "Spread at the base" : 20 : "Amount of random spread in the origins of the smoke particles when they're spawned."
SpreadSpeed(integer) : "Spread Speed" : 15 : "Amount of random spread in the velocity of the smoke particles after they're spawned."
Speed(integer) : "Speed" : 30 : "The speed at which the smoke particles move after they're spawned."
StartSize(integer) : "Particle start size" : 20 : "Size of the smoke particles when they're first emitted."
EndSize(integer) : "Particle end size" : 30 : "Size of the smoke particles at the point they fade out completely."
Rate(integer) : "Emission rate" : 20 : "Rate at which to emit smoke particles (i.e. particles to emit per second)."
JetLength(integer) : "Length of smoke trail" : 180 : "Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed."
WindAngle(integer) : "Wind X/Y Angle" : 0 : "This specifies the wind direction. It is an angle in the XY plane. WindSpeed specifies the strength of the wind."
WindSpeed(integer) : "Wind Speed" : 0 : "The strength of the wind."
SmokeMaterial(string) : "Particle material" : "particle/SmokeStack.vmt" : "Material of the smoke particles emitted by this stack."
twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin."
roll(float) : "Roll Speed": 0 : "Amount of roll in degrees per second."
rendercolor(color255) : "Base Color (R G B)" : "255 255 255"
renderamt(integer) : "Translucency" : 255
// Inputs
input TurnOn(void) : "Turn on the smokestack."
input TurnOff(void) : "Turn off the smokestack."
input Toggle(void) : "Toggles the smokestack between on and off state."
input JetLength(integer): "Set the length of the smoke trail."
input Rate(integer) : "Set the rate at which to emit smoke particles (particles per second)."
input Speed(integer) : "Set the speed at which the smoke particles move after they're spawned."
input SpreadSpeed(integer) : "Set the amount of random spread in the velocity of the smoke particles after they're spawned."
]
@PointClass base(Angles) color(135 206 235) size(-5 -5 -5, 5 5 5) = sky_camera :
"An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be."
[
scale(integer) : "3D Skybox scale" : 16 : "Scale of the skybox."
fogenable(choices) : "Fog Enable" : 0 =
[
0 : "No"
1 : "Yes"
]
fogblend(choices) : "Fog Blend" : 0 =
[
0 : "No"
1 : "Yes"
]
use_angles(choices) : "Use Angles for Fog Dir" : 0 =
[
0 : "No"
1 : "Yes"
]
fogcolor(color255) : "Primary Fog Color" : "255 255 255"
fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
fogdir(string) : "Primary Fog Dir" : "1 0 0"
fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
]
// =====================
// end of icon/display additions
// =====================
/////////////////////////////////////////////////////////////////////////////////
// ZPS Extensions
////////////////////////////////////////////////////////////////////////////////
@PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text :
"An entity that displays text on player's screens."
[
spawnflags(flags) =
[
1: "Ignore Team Filter" : 0
]
message(string) : "Message Text" : "" : "Message to display onscreen."
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" : "Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text."
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" : "Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text."
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"
filterteam(choices) : "Filter Team Number" : 2 :
"Filters which team can view and see this text."+
"If you want everyone to see this, just tick (Ignore Team Filter) on the flags" =
[
2 : "Humans"
3 : "Zombies"
]
activatoronly(choices) : "Display Options" : 0 :
"Show this for the activator only, or for the whole team?" =
[
0 : "Everyone"
1 : "Activator Only"
]
fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in."
fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired."
holdtime(string) : "Hold Time" : "1.2" : "The time the text should stay onscreen, after fading in, before it begins to fade out."
fxtime(string) : "Scan time (scan effect only)" : "0.25" : "If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text."
channel(choices) : "Text Channel" : 1 : "You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel." =
[
0 : "Channel 1"
1 : "Channel 2"
2 : "Channel 3"
3 : "Channel 4"
4 : "Channel 5"
5 : "Channel 6"
]
master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
// Inputs
input Display(void) : "Display the message text."
input SetMessage(string) : "Overrides the text."
]
@PointClass base(Targetname) iconsprite("editor/game_timer.vmt") = game_timer :
"An entity that displays text timer on player's screens."
[
spawnflags(flags) =
[
1: "Ignore Team Filter" : 0
]
xpos(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" : "Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text."
ypos(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : ".2" : "Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text."
color(color255) : "Color1" : "255 255 255"
color2(color255) : "Color2" : "255 255 255"
filterteam(choices) : "Filter Team Number" : 2 :
"Filters which team can view and see this text."+
"If you want everyone to see this, just tick (Ignore Team Filter) on the flags" =
[
2 : "Humans"
3 : "Zombies"
]
hideonpause(choices) : "Hide on Pause" : 0 :
"Will tell the timer to hide when we pause it.\n"+
"Will auto display if Resume Input gets called." =
[
0 : "No"
1 : "Yes"
]
time_min(integer) : "Minutes" : 0
time_sec(integer) : "Seconds" : 0
pausetimer(float) : "Pause Timer" : "1.0"
// Inputs
input Display(void) : "Display the timer."
input StopTimer(void) : "Stops the timer."
input RestartTimer(void) : "Restarts and resets the timer."
input Pause(void) : "Pauses the timer."
input Resume(void) : "Resumes the timer."
// Outputs
output OnTimerEnd(void) : "When the timer reaches 0"
output CanResume(void) : "Called after Pause Input has been called"
]
@PointClass base(Targetname) iconsprite("editor/game_image.vmt") = game_image :
"An entity that displays images on player's screens."
[
name(string) : "Name" : "" : "Name of message to display, game_images with the same name overwrite each other on the player."
texture(studio) : "Texture" : "" : "Image texture to use, inside materials/vgui folder."
life(float) : "Life time" : "10" : "Amount of time the image will stay in player screen."
x(integer) : "X (0 to 640)" : 0 : "Horizontal position on the player's screens to draw the image. Assuming a resolution of 640x480."
y(integer) : "Y (0 to 480)" : 0 : "Vertical position on the player's screens to draw the image. Assuming a resolution of 640x480."
width(integer) : "Width (0 to 640)" : 0 : "Width on the player's screens to draw the image. Assuming a resolution of 640x480."
height(integer) : "Height (0 to 480)" : 0 : "Height on the player's screens to draw the image. Assuming a resolution of 640x480."
scale(choices) : "Scale image?" : 1 : "Determines if the image should be scaled in the player screen to fit width and height." =
[
0: "No"
1: "Yes"
]
alpha(integer) : "Alpha value (0 to 255)": 255 : "Opacity of the image. 255 = opaque, 0 = invisible. Note that if the vmt is not set to support alpha it will either hide or be opaque."
filtername(filterclass) : "Filter Recipients" : : "Filter to use to filter recipients. See filter_activator_team for example."
// Inputs
input Display(void) : "Display the image."
]
@SolidClass base(Targetname, Parentname, Origin, Angles, Button, RenderFields) = momentary_rot_button :
"A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping."
[
speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
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" : 90 : "The maximum amount, in degrees, that the wheel is allowed to rotate."
returnspeed(integer) : "Auto-return speed" : 0 : "If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second."
spawnflags(flags) =
[
2: "One Way" : 0
32: "Toggle (Disable Auto Return)" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
1024: "Use Activates" : 1
2048: "Starts locked" : 0
8192: "Jiggle when used while locked" : 0
]
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
startposition(float) : "Start Position" : 0 : "Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
startdirection(choices) : "Start Direction" : "Forward" =
[
-1 : "Forward" // Reverses upon USE, so are
1 : "Backward" // reversed here.
]
solidbsp(choices) : "Solid BSP" : 0 =
[
0 : "No"
1 : "Yes"
]
// Inputs
input SetPosition(string) : "Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
input SetPositionImmediately(string) : "Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
// Outputs
output Position(integer) : "Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
output OnUnpressed(integer): "Fired when the button is first released from being pressed."
output OnFullyClosed(void) : "Fired when the button has reached position 1, the rotated position + 'Distance'."
output OnFullyOpen(void) : "Fired when the button has reached position 0, the unrotated starting position."
output OnReachedPosition(void) : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input."
]
@SolidClass base(Targetname, Parentname) = game_zone_player :
"An entity used to count the number of players within a zone."
[
filtername(filterclass) : "Filter Recipients" : : "Filter to use to filter players. See filter_activator_team for example."
// Inputs
input CountPlayersInZone(void) : "Count the number of players in the zone, and fire the corresponding outputs."
// Outputs
output OnPlayerInZone(void) : "Fired whenever a count finds a player inside the zone, with the player as the activator."
output OnPlayerOutZone(void) : "Fired whenever a count finds a player outside the zone, with the player as the activator."
output PlayersInCount(integer) : "Fired after a count, and contains the number of players found inside the zone."
output PlayersOutCount(integer) : "Fired after a count, and contains the number of players found outside the zone."
]
// ============================
// HDR default setting changes
//
// following entites adjusted to lower HDR settings
// (default is too bright)
//
// Added Kep 03-02-2012
// ============================
@BaseClass color(180 10 180) = Light
[
_light(color255) : "Brightness" : "255 255 255 200"
_lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
_lightscaleHDR(float) : "BrightnessScaleHDR" : ".5" : "Amount to scale the light by when compiling for HDR."
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" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
_constant_attn(string) : "Constant" : "0"
_linear_attn(string) : "Linear" : "0"
_quadratic_attn(string) : "Quadratic" : "1"
_fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters."
_zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
_hardfalloff(integer) : "hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully."
// Inputs
input TurnOn(void) : "Turn the light on."
input TurnOff(void) : "The the light off."
input Toggle(void) : "Toggle the light's current state."
input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
]
@PointClass base(Targetname, Parentname, RenderFields, Angles, DXLevelChoice) studio("models/editor/cone_helper.mdl") = point_spotlight :
"An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+
"Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests."
[
spawnflags(Flags) =
[
1 : "Start On" : 1
2 : "No Dynamic Light" : 1
]
IgnoreSolid(choices) : "Ignore Solid" : 0 : "If set, this spotlight won't trace for solids." =
[
0 : "No"
1 : "Yes"
]
spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
rendercolor(color255) : "Color (R G B)" : "255 255 255"
HDRColorScale(float) : "HDR color scale." : ".5" : "float value to multiply sprite color by when running in HDR mode."
// Inputs
input LightOn(void) : "Turn the spotlight on."
input LightOff(void) : "Turn the spotlight off"
// outputs
output OnLightOn(void) : "Fires when light turns on."
output OnLightOff(void) : "Fires when light turns off."
]
@PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite :
"An entity that controls the drawing of a sprite in the world."
[
framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."
HDRColorScale(float) : "HDR color scale." : ".5" : "float value to multiply sprite color by when running in HDR mode."
// Inputs
input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)."
input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)."
input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)."
input SetScale(float) : "Set the sprite's scale (0 - 8.0)."
input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received."
input ShowSprite(void) : "Show the sprite."
input ToggleSprite(void) : "Toggle the sprite between hidden and shown."
]
// ============================
// End of HDR default setting changes
// ============================
@PointClass base(Targetname, EnableDisable) iconsprite("editor/math_static.vmt") = math_static :
"Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +
"legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +
"outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +
"performed and only the OutValue output will be fired. Doesn't reset on new rounds."
[
// Keys
startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter."
min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed."
max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed."
// Inputs
input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result."
input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result."
input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result."
input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result."
input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs."
input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result."
input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value."
input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value."
input GetValue(void): "Causes the counter fire its OnGetValue output with the current value of the counter. Used for polling the counter when you don't want constant updates from the OutValue output."
// Outputs
output OutValue(integer) : "Fired when the counter value changes."
output OnHitMin(void) : "Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again."
output OnHitMax(void) : "Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again."
output OnGetValue(integer) : "Fired in response to the GetValue input. Used for polling the counter when you don't want constant updates from the OutValue output."
]
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@BaseClass base(BaseNPC) = TalkNPC
[
UseSentence(string) : "Use Sentence"
UnUseSentence(string) : "Un-Use Sentence"
DontUseSpeechSemaphore(choices) : "Don't Use Speech Semaphore" : 0 : "Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks." =
[
0 : "No (Use speech semaphore)"
1 : "Yes (Don't use speech semaphore)"
]
input SpeakResponseConcept(string) : "Speak the specified response concept."
]
@NPCClass base(Targetname, TalkNPC) studio() = npc_kleiner : "Kleiner"
[
model(studio) : "World model" : "models/kleiner.mdl"
health(Integer) : "Spawn Health" : 0
]
@PointClass base(Targetname, EnableDisable) = ai_goal_operator : "Indicates items in the world that some NPCs may operate upon"
[
actor(target_name_or_class) : "Actor to affect" : "" : "NPC that should perform this operation"
target(target_destination) : "Position entity" : "" : "Name of the entity that the NPC should move to in order to perform the operation."
contexttarget(target_destination) :"Context target" : "" : "(Optional) Name of an entity that the operator will use within context."
state(choices) : "Initial State" : 0 =
[
0 : "Not ready (closed, locked, etc)"
1 : "Ready (open and accessible)"
]
moveto(choices) : "How should NPC approach?" : 1 =
[
0 : "DO NOT USE THIS SETTING"
1 : "Walk"
2 : "Run"
]
input Activate( void ) : "Begin operating on the object"
// input Deactivate( void ) : "Cease contesting position"
input SetStateReady(void) : "Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction."
input SetStateFinished(void) : "Fire this input when the NPC has completed the interaction with this object."
output OnBeginApproach(void) : "Fired when the NPC begins to approach the position"
output OnMakeReady(void) : "Make the item ready to operate"
output OnBeginOperating(void) : "Fired when the NPC is ready to operate"
output OnFinished(void) : "The item is done"
]
@PointClass base(Targetname) sphere(m_flRadius) color(255 0 255) iconsprite("editor/aiscripted_schedule") = aiscripted_schedule :
"Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as " +
"a scripted_sequence does"
[
m_iszEntity(target_destination) : "Target NPC" : : "The name or classname of an NPC to use."
m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
graball(choices) : "All in radius" : 0: "Whether to grab all matching NPCs in the specified radius, instead of just one" =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 1
1024 : "Search Cyclically" : 0
2048 : "Don't Complain" : 0
]
forcestate(choices) : "AI state to set" : 0 =
[
0 : "<None>"
1 : "Set state to IDLE"
2 : "Set state to ALERT"
3 : "Set state to COMBAT"
]
schedule(choices) : "Schedule to run" : 1 =
[
0 : "<None>"
1 : "Walk to Goal Entity"
2 : "Run to Goal Entity"
3 : "Set enemy to Goal Entity"
4 : "Walk Goal Path"
5 : "Run Goal Path"
6 : "Set enemy to Goal Entity AND Run to Goal Entity"
]
interruptability(choices) : "Interruptability" : 0 =
[
0 : "General"
1 : "Damage or Death"
2 : "Death"
]
goalent(target_destination) : "Goal entity" : : "Provides the name of a schedule-specific goal entity (see 'Schedule to run')"
// Inputs
input StartSchedule(void) : "Starts the scripted schedule. This will first locate an NPC that " +
"matches the given target, then tell the NPC to run the specified schedule."
]