Mapping/Sven Co-op FGD
< Mapping
Jump to navigation
Jump to search
//
// Sven Co-op game definition file (*.FGD)
//
// Based on the Half-Life definition file "version 3.0.0.1" by Chris "Autolycus" Bokitch.
// Updated by Sniper and Protector to include the Sven Co-op 4.5 Entities.
// VHE 3.5b-ready by Puchi, JPolito, and AdamR. (Model support)
// Tidied up by AdamR because you all suck hard at white spacing.
// Guidelines below added by Silencer so this file stops becoming a mess.
// Sorted by Puchi and Silencer. Proper filter options added by Puchi.
//
// - FGD EDITING GUIDELINES - KEEP THIS FILE CLEAN -
//
//
//
// � Get unity into it. (Commenting, line breaks, use of BaseClasses)
//
// � Cut explanations of entities, keys and values out of the file and store them elsewhere for
// reference.
//
// � When adding a necessary comment on some part in the file, isolate that part from everything
// else with a blank line above and below of it, and add the comment in a new line directly
// above the part you are commenting on. If the line is getting too long, (>100 chars) add a new
// line to continue.
//
// � One space (' ') directly after every "//". An exception is when you comment actual entity
// keys, predefined values (drop-down list) or spawnflags out.
//
// � Indent comments.
//
// � Indent with single tabs only. NO SPACES!
// E.g. under Notepad 2: Go to Settings -> Tab Settings -> Uncheck "Insert tabs as spaces".
//
// � No unnecessary spaces. Sometimes there are two or more spaces between words or at the end of
// lines to have a comment added, which looks ugly.
//
// � Sort ALL entries by name, and KEEP THEM SORTED.
//
//
// � Allow for custom models/sprites to be displayed by entities specifically made for doing so.
// (cycler/cycler_sprite/env_sprite/item_generic)
//
// � Make sure all entities are properly sized. Some used to have unreasonably sized hulls. E.g.
// info_teleport_destination used to be a (-8 -8 0 8 8 16)-hullsized 16� cube, not really
// revealing any information about the output-height of the teleported player/monster/object.
//
// � Give different entities colors! Anything that helps to differentiate between those vast amount
// of purple blocks is welcome!
//
// � Make use of the iconsprite(sprite[]) parameter! We could have awesome sprites for many of the
// point entities, which also helps differentiating. Having varying sizes and colors on top of
// that also helps differentiating in the 2D views.
//
//
// All entities must have this baseclass
//
@BaseClass = Mandatory
[
ondestroyfn(string) : "OnDestroy Function"
]
//
// worldspawn
//
@SolidClass base(Mandatory) = worldspawn : "World entity"
[
message(string) : "Map description / title"
skyname(string) : "Environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
WaveHeight(string) : "Default wave height"
MaxRange(string) : "Max viewable distance" : "32768"
chaptertitle(string) : "Chapter title message"
startdark(choices) : "Level fade in" : 0 =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display game title" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New level unit" : 1 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
mapteams(string) : "Map team List"
defaultteam(choices) : "Default team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
freeroam(choices) : "Roaming monsters (node graph)" : 0 =
[
0 : "No"
1 : "Yes"
]
sentence_file(string) : "Custom Sentences File"
materials_file(string) : "Custom Materials File"
globalsoundlist(string) : "Global Sound Replacement File"
globalmodellist(string) : "Global Model Replacement File"
forcepmodels(string) : "Force Player Models a;b;c etc"
// If enabled, the map will use the player class settings file. "mapname_class.cfg"
//enableclasses(choices) : "Enable Player Classes" : 0 =
//[
// 0 : "No"
// 1 : "Yes"
//]
scversion2(choices) : "Minimum game version" : 526 =
[
526 : "5.26 Patch"
525 : "5.25 Patch"
524 : "5.24 Patch"
523 : "5.23 Patch"
522 : "5.22 Patch"
521 : "5.21 Patch"
520 : "5.20 Patch"
519 : "5.19 Patch"
518 : "5.18 Patch"
517 : "5.17 Patch"
516 : "5.16 Patch"
515 : "5.15 Patch"
514 : "5.14 Patch"
513 : "5.13 Patch"
512 : "5.12 Patch"
511 : "5.11 Patch"
510 : "5.10 Patch"
509 : "5.09 Patch"
508 : "5.08 Patch"
507 : "5.07 Patch"
506 : "5.06 Patch"
505 : "5.05 Patch"
504 : "5.04 Patch"
503 : "5.03 Patch"
502 : "5.02 Patch"
501 : "5.01 Patch"
500 : "5.0 Milestone"
480 : "4.8 Update"
470 : "4.7 Update"
460 : "4.6 Update"
450 : "4.5 Update"
407 : "4.07 Hotfix"
406 : "4.06 Hotfix"
405 : "4.05 Hotfix"
401 : "4.0b1 Milestone"
400 : "4.0 Internal"
300 : "3.0 (or earlier)"
]
]
@BaseClass = FilterIn
[
tinfilter(string) : "Name In Filter"
tinfiltertype(choices) : "Name In Filter Type" : 0 =
[
0: "Exclude"
1: "Include"
]
cinfilter(string) : "Class In Filter"
cinfiltertype(choices) : "Class In Filter Type" : 0 =
[
0: "Exclude"
1: "Include"
]
]
@BaseClass = FilterOut
[
toutfilter(string) : "Name Out Filter"
toutfiltertype(choices) : "Name Out Filter Type" : 0 =
[
0: "Exclude"
1: "Include"
]
coutfilter(string) : "Class Out Filter"
coutfiltertype(choices) : "Class Out Filter Type" : 0 =
[
0: "Exclude"
1: "Include"
]
]
@BaseClass = ZHLTbmodel
[
zhlt_usemodel(string) : "ZHLT Template Model Target"
zhlt_copylight(string) : "ZHLT Copy Lighting From Target"
zhlt_noclip(choices) : "ZHLT Disable Clipping" : 0 =
[
0 : "Default"
1 : "Always non-solid"
]
zhlt_invisible(choices) : "ZHLT Invisible" : 0 =
[
0 : "Visible (default)"
1 : "Invisible"
]
zhlt_customshadow(string) : "ZHLT Custom Shadow (when opaque)"
zhlt_embedlightmap(choices) : "ZHLT Embed Light Map (when translucent)" : 0 =
[
0 : "No (default)"
1 : "Yes"
]
zhlt_embedlightmapresolution(integer) : "ZHLT Embed Light Map Resolution" : 4
]
@BaseClass base(ZHLTbmodel) = ZHLT
[
zhlt_lightflags(choices) : "ZHLT Light Flags" : 0 =
[
0 : "Default"
1 : "Embedded Fix"
2 : "Opaque (blocks light)"
3 : "Opaque + Embedded fix"
6 : "Opaque + Concave Fix"
]
light_origin(string) : "ZHLT Light Origin Target"
]
@BaseClass = ZHLTpoint
[
_fade(string) : "ZHLT Light Fade" : "1.0"
_falloff(choices) : "ZHLT Light Falloff" : 0 =
[
0 : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = AttackObject
[
classify(choices) : "Classification" : 0 =
[
-1 : "None"
0 : "Object Default"
1 : "Machine"
2 : "Player"
3 : "Human Passive"
4 : "Human Military"
5 : "Alien Military"
6 : "Alien Passive"
7 : "Alien Monster"
8 : "Alien Prey"
9 : "Alien Predator"
10 : "Insect"
11 : "Player Ally"
12 : "Player Hornet/Snark"
13 : "Alien Hornet/Snark"
14 : "X-Race"
15 : "X-Race: Shocktrooper/Voltigore"
16 : "Team 1"
17 : "Team 2"
18 : "Team 3"
19 : "Team 4"
]
]
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (X Y Z)" : "0 0 0"
]
@BaseClass base(Mandatory) = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Targetname, Appearflags, Angles) = Pickup
[
spawnflags(Flags) =
[
128 : "TOUCH Only" : 0
256 : "USE Only" : 0
512 : "Can Use w/o LoS" : 0
1024: "Disable Respawn" : 0
]
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
19: "Glow Shell"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
movetype(choices) : "Gravity Setting" : 0 =
[
-1: "Unmoveable"
0: "Fall to the ground (default)"
5: "Hover in the air"
8: "Hover in the air, ignore brush collision"
]
]
@BaseClass = ExclusiveHold
[
exclusivehold(choices) : "Exclusive Hold" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@BaseClass = CustomRespawnDelay
[
m_flCustomRespawnTime(string) : "Custom respawn time"
]
@BaseClass size(-16 -16 0, 16 16 32) color(2 64 240) base(Pickup, CustomRespawnDelay) = Weapon
[
dmg(integer) : "Custom Damage" : 0
wpn_v_model(studio) : "Custom V_Model" : ""
wpn_w_model(studio) : "Custom W_Model" : ""
wpn_p_model(studio) : "Custom P_Model" : ""
soundlist(string) : "Sound Replacement File"
CustomSpriteDir(string) : "Custom sprite directory"
IsNotAmmoItem(choices) : "Is Ammo Item" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@BaseClass size(-8 -8 0, 8 8 16) color(4 128 240) base(Pickup, CustomRespawnDelay) = Ammo
[
model(studio) : "Custom Model" : ""
]
@BaseClass size(-8 -8 0, 8 8 16) color(0 0 200) base(Pickup, CustomRespawnDelay) = Item
[
model(studio) : "Custom Model" : ""
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
sequencename(string) : "Sequence Name" : "idle"
sequence(integer) : "Sequence Number (overrides name)" : 0
scale(string) : "Scale Model" : "1"
minhullsize(string) : "Custom Min Hull Size (X Y Z)" : "0 0 0"
maxhullsize(string) : "Custom Max Hull Size (X Y Z)" : "0 0 0"
soundlist(string) : "Sound Replacement File"
]
@BaseClass size(-8 -8 0, 8 8 16) color(0 0 200) base(Pickup) = ItemWithDefaultModel
[
solid(choices) : "Solid Setting" : 0 =
[
-1: "Hollow"
0: "Touch on edge, non-blocking (default)"
2: "Touch on edge, blocking (requires hull sizes!)"
]
model(studio) : "Custom Model" : "models/egg.mdl"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
sequencename(string) : "Sequence Name" : "idle"
sequence(integer) : "Sequence Number (overrides name)" : 0
scale(string) : "Scale Model" : "1"
minhullsize(string) : "Custom Min Hull Size (X Y Z)" : "0 0 0"
maxhullsize(string) : "Custom Max Hull Size (X Y Z)" : "0 0 0"
soundlist(string) : "Sound Replacement File"
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay Before Trigger" : "0"
killtarget(target_destination) : "Kill Target"
]
@BaseClass = InventoryRules
[
item_name_required(string) : "Inventory: Need item(s)" : ""
item_group_required(string) : "Inventory: Need item(s) from group(s)" : ""
item_group_required_num(integer) : "Inventory: Item count in group need have (0 = all)" : 0
item_name_canthave(string) : "Inventory: CAN'T have item" : ""
item_group_canthave(string) : "Inventory: CAN'T have item from group" : ""
item_group_canthave_num(integer) : "Inventory: Item count in group CAN'T have (0 = all)" : 0
pass_ignore_use_triggers(choices) : "On pass: Ignore item's on use triggers?" : 0 =
[
0 : "No"
1 : "Yes"
]
pass_drop_item_name(string) : "On pass: Drop item(s)" : ""
pass_drop_item_group(string) : "On pass: Drop item(s) from group(s)" : ""
pass_ignore_drop_triggers(choices) : "On pass: Ignore item's on drop triggers?" : 0 =
[
0 : "No"
1 : "Yes"
]
pass_return_item_name(string) : "On pass: Return item(s)" : ""
pass_return_item_group(string) : "On pass: Return item(s) from group(s)" : ""
pass_ignore_return_triggers(choices) : "On pass: Ignore item's on return triggers?" : 0 =
[
0 : "No"
1 : "Yes"
]
pass_destroy_item_name(string) : "On pass: Destroy item(s)" : ""
pass_destroy_item_group(string) : "On pass: Destroy item(s) from group(s)" : ""
pass_ignore_destroy_triggers(choices) : "On pass: Ignore item's on destroy triggers?" : 0 =
[
0 : "No"
1 : "Yes"
]
target_on_fail(string) : "Target: Inventory rules failed" : ""
]
@BaseClass = RenderFxChoices
[
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
17: "Dead Player (DONT USE!)"
18: "Explode (Garg Like)"
19: "Glow Shell"
20: "ClampMinScale (Sprites)"
]
]
@BaseClass base(RenderFxChoices, Appearflags) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass base(Targetname, Target, Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass base(Targetname, Target, Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerDmClass
[
spawnflags(Flags) =
[
// Disable this spawn point when the map starts
2 : "Start Off" : 0
// Player will spawn repeling down a rope (like repeling soldiers)
4 : "Repel Spawn" : 0
// Only spawn player if his targetname equals to message
8 : "Filter player targetname" : 0
// Invert player targetname filter (can use if DOESN'T match) -- needs flag 8!
16 : "Invert Filter" : 0
// Fire target when player spawns here, rather than when the spawn point is toggled on/off
32 : "Trigger on spawn" : 0
]
netname(string) : "New Player Targetname"
// Use a semi-colon ';' to specify multiple targetnames
message(string) : "Filter Player Targetname"
master(string) : "Master"
frags(string) : "Repel Speed"
triggerstate(choices) : "Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@BaseClass = NotRevivable
[
//Whether the monster can be revived or not
is_not_revivable(choices) : "Is not revivable" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@BaseClass base(Targetname, Target, RenderFields, Angles, AttackObject, NotRevivable) color(0 200 200) = Monster
[
spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16: "Prisoner" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Don't Fade Corpse" : 0
16384: "No Dyn Collision" : 0
]
TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
TriggerTarget(String) : "Trigger Condition Target"
body(choices) : "Body" : 0 =
[
0 : "0"
]
skin(choices) : "Skin" : 0 =
[
0 : "0"
]
is_player_ally(Choices) : "Is Player Ally?" : 0 =
[
0 : "No (Default)"
1 : "Yes"
]
displayname(string) : "In-game Name" : ""
bloodcolor(choices) : "Blood Color" : 0 =
[
0 : "Monster Default"
-1 : "No Blood"
1 : "Red"
2 : "Yellow"
]
health(integer) : "Custom Health" : 0
model(studio) : "Custom Model"
minhullsize(string) : "Custom Min Hull Size (X Y Z)" : "0 0 0"
maxhullsize(string) : "Custom Max Hull Size (X Y Z)" : "0 0 0"
soundlist(string) : "Sound Replacement File"
freeroam(Choices) : "Monster Roaming (nodes)" : 0 =
[
0 : "Map Default"
1 : "Never"
2 : "Always"
]
path_name(string) : "Path Name" //The name of the path_waypoint, path_condition, or path_condition_controller this monster will look to.
// This will make the monster follow/protect whoever is specified
guard_ent(string): "Entity to Guard" : ""
]
@BaseClass = TalkMonster
[
UseSentence(String) : "Use Sentence"
UnUseSentence(String) : "Un-Use Sentence"
is_player_ally(Choices) : "Is Player Ally?" : 0 =
[
0 : "Yes (Default)"
1 : "No"
]
]
@BaseClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) = GibShooterBase
[
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
// how many pieces to create
m_iGibs(integer) : "Number of Gibs" : 3
// delay (in seconds) between shots. If 0, all gibs shoot at once.
delay(string) : "Delay between shots" : "0"
// how fast the gibs are fired
m_flVelocity(integer) : "Gib Velocity" : 200
// Course variance
m_flVariance(string) : "Course Variance" : "0.15"
// Time in seconds for gibs to live +/- 5%
m_flGibLife(string) : "Gib Life" : "4"
]
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 128 200"
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
spawnflags(Flags) = [ 2 : "Remove on Spawn" : 0 ]
]
@BaseClass base(Targetname, Targetx, Global, AttackObject, RenderFields, ZHLT) = Breakable
[
//target(target_destination) : "Target on break" //Duplicate, already defined by Target
health(integer) : "Strength" : 1
material(choices) : "Material type" : 0 =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Cinder Block"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
weapon(choices) : "Instant Break Weapon" : 1 =
[
1: "Crowbar"
19: "Crowbar (Electric Only)"
20: "Pipe Wrench"
]
explosion(choices) : "Gibs' direction and velocity" : 1 =
[
0: "Random direction; no velocity"
1: "Relative to attack/dmg./mat."
]
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
1: "Battery"
2: "Healthkit"
3: "9mm Handgun"
4: "9mm Clip"
5: "Machine Gun"
6: "Machine Gun Clip"
7: "Machine Gun Grenades"
8: "Shotgun"
9: "Shotgun Shells"
10: "Crossbow"
11: "Crossbow Bolts"
12: "357"
13: "357 Clip"
14: "RPG"
15: "RPG Clip"
16: "Gauss Clip"
17: "Hand grenade"
18: "Tripmine"
19: "Satchel Charge"
20: "Snark"
21: "Hornet Gun"
22: "Crowbar"
23: "Pipewrench"
24: "Sniperrifle"
25: "Sniperrifle ammo"
26: "M16 Rifle"
27: "M249 Squad Automatic Weapon"
28: "Minigun"
29: "556 Ammo Box"
30: "Sporelauncher"
31: "Spore Clip"
32: "9mm Box"
33: "Uzi"
34: "Uzi akimbo"
35: "Desert Eagle"
36: "Barnacle Grapple"
37: "Medkit (portable)"
38: "HEV Suit"
39: "Antidote"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
soundlist(string) : "Sound Replacement File"
]
@BaseClass = BaseLockable
[
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
locked_sound_override(sound) : "Locked Sound Override"
unlocked_sound_override(sound) : "Unlocked Sound Override"
locked_sentence_override(string) : "Locked Sentence Override"
unlocked_sentence_override(string) : "Unlocked Sentence Override"
]
@BaseClass = StartStopable
[
fireonstart(string) : "Fire On Start"
fireonstart_triggerstate(choices) : "Fire On Start Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
fireonstop(string) : "Fire On Stop"
fireonstop_triggerstate(choices) : "Fire On Stop Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@BaseClass = OpenClosable
[
fireonopening(string) : "Fire On Open Start"
fireonopening_triggerstate(choices) : "Fire On Open Start Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
fireonclosing(string) : "Fire On Close Start"
fireonclosing_triggerstate(choices) : "Fire On Close Start Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
// This can also be done with "fireonopen" (backward compatibility)
fireonopened(string) : "Fire On Open End"
fireonopened_triggerstate(choices) : "Fire On Open End Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
// This can also be done with "netname" (backward compatibility)
fireonclosed(string) : "Fire On Close End"
fireonclosed_triggerstate(choices) : "Fire On Close End Trigger State" : 2 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@BaseClass base(Appearflags, Global, Targetname, Targetx, FilterIn, FilterOut, InventoryRules, AttackObject, RenderFields, Angles, ZHLT, BaseLockable, StartStopable, OpenClosable) = Door
[
speed(integer) : "Speed" : 100
master(string) : "Master"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
movesnd_loop(choices) : "Move Sound Loops?" : 0 =
[
0: "No"
1: "Yes"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "Clang with brake"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
noise1(sound) : "Move Sound Override"
noise2(sound) : "Stop Sound Override"
wait(integer) : "delay before close, -1 stay open " : 4
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
health(integer) : "Strength" : 0
_minlight(string) : "Minimum light level"
soundlist(string) : "Sound Replacement File"
m_iOpenFlags(choices) : "Who can open this" : 0 =
[
0: "Default (0)"
1: "Pushables (1)"
2: "No clients (2)"
3: "1 + 2"
4: "Everything else (4)"
5: "1 + 4"
6: "2 + 4"
7: "1 + 2 + 4"
]
m_fIgnoreTargetname(choices) : "Ignore Targetname" : 0 =
[
0: "No"
1: "Yes"
]
m_iObeyTriggerMode(choices) : "Obey Trigger Mode" : 2 =
[
0 : "No"
1 : "Yes"
2 : "Yes, even when currently moving"
]
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256: "USE Only" : 0
512: "Monsters Can't" : 0
1024: "No Link-Checking" : 0
]
breakable(choices) : "Breakable" : 0 =
[
0: "No"
1: "Yes"
]
fireonbreak(target_destination) : "Fire on break"
material(choices) : "Material type" : 0 =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Cinder Block"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
instantbreak(choices) : "Instant Break" : 0 =
[
0 : "No"
1 : "Yes"
]
weapon(choices) : "Instant Break Weapon" : 1 =
[
1: "Crowbar"
19: "Crowbar (Electric Only)"
20: "Pipe Wrench"
]
explosion(choices) : "Gibs' direction and velocity" : 1 =
[
0: "Random direction; no velocity"
1: "Relative to attack/dmg./mat."
]
gibmodel(studio) : "Gib Model" : ""
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
displayname(string) : "HUD Info name"
onlytrigger(choices) : "Only Trigger" : 0 =
[
0 : "No"
1 : "Yes"
]
breakontrigger(choices) : "Break On Trigger" : 0 =
[
0 : "No"
1 : "Yes"
]
repairable(choices) : "Repairable" : 0 =
[
0 : "No"
1 : "Yes"
]
showhudinfo(choices) : "Show HUD Info" : 0 =
[
0 : "No"
1 : "Yes"
]
immunetoclients(choices) : "Immune To Clients" : 0 =
[
0 : "No"
1 : "Yes"
]
explosivesonly(choices) : "Explosives Only" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
512: "Use Relations" : 0
1024: "Player can't fire" : 0
]
// Mainly for use with v.1.0.0.9's team settings (game_team_master)
master(string) : "(Team) Master"
yawrate(string) : "Yaw Rate" : "30"
yawrange(string) : "Yaw Range" : "180"
yawtolerance(string) : "Yaw Tolerance" : "15"
pitchrate(string) : "Pitch Rate" : "0"
pitchrange(string) : "Pitch Range" : "0"
pitchtolerance(string) : "Pitch Tolerance" : "5"
barrel(string) : "Barrel Length" : "0"
barrely(string) : "Barrel Horizontal" : "0"
barrelz(string) : "Barrel Vertical" : "0"
spritesmoke(string) : "Smoke Sprite" : ""
spriteflash(string) : "Flash Sprite" : ""
spritescale(string) : "Sprite Scale" : "1"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing Persistence" : "1"
firespread(choices) : "Bullet Accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
_minlight(string) : "Minimum light level"
relation_player(choices) : "R Player" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_none(choices) : "R Unknown" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_machine(choices) : "R Machine" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_human_passive(choices) : "R Human Passive" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_human_militar(choices) : "R Human Military" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_alien_militar(choices) : "R Alien Military" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_alien_passive(choices) : "R Alien Passive" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_alien_monster(choices) : "R Alien Monster" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_alien_prey(choices) : "R Alien Prey" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_alien_predator(choices) : "R Alien Predator" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_insect(choices) : "R Insect" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_player_ally(choices) : "R Player Ally" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_player_bioweapon(choices) : "R Player BioWeapon" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_monster_bioweapon(choices) : "R Monster BioWeapon" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
relation_machine(choices) : "R Machine" : 0 =
[
-2: "Ally"
-1: "Friend"
0: "No Relation"
1: "Dislike"
2: "Hate"
3: "Nemesis"
]
]
@BaseClass = PlatSounds
[
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
movesnd_loop(choices) : "Move Sound Loops?" : 0 =
[
0: "No"
1: "Yes"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
noise(sound) : "Move Sound Override"
noise1(sound) : "Stop Sound Override"
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
soundlist(string) : "Sound Replacement File"
]
@BaseClass base(Appearflags, StartStopable, OpenClosable) = BasePlat
[
dmg(integer) : "Damage inflicted when blocked" : 0
]
@BaseClass base(Targetname, RenderFields, Global, PlatSounds, BasePlat) = Trackchange
[
height(integer) : "Travel altitude" : 0
spawnflags(flags) =
[
1: "Auto Activate train" : 0
2: "Relink track" : 0
8: "Start at Bottom" : 0
16: "Rotate Only" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
rotation(integer) : "Spin amount" : 0
train(target_destination) : "Train to switch"
toptrack(target_destination) : "Top track"
bottomtrack(target_destination) : "Bottom track"
speed(integer) : "Move/Rotate speed" : 0
noise2(sound) : "Blocked Sound"
]
@BaseClass base(Targetx, Targetname, FilterIn, FilterOut, InventoryRules, ZHLTbmodel, Appearflags) = Trigger
[
netname(target_destination) : "Target Path"
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
message(string) : "Message (set sound too!)"
tiny_monsters(Choices) : "Allow tiny monsters (insects/hornets)" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1: "Monsters" : 0
2: "No Clients" : 0
4: "Pushables": 0
8: "Everything else": 0
16: "Fire On Enter": 0
32: "Fire On Exit": 0
]
]
@BaseClass base(Targetname, Target, Angles) = PortalBase
[
spawnflags(flags) =
[
1: "Solid" : 1
2: "Start Disabled" : 0
16: "Render only every 2nd frame": 0
]
zoom(integer) : "Zoom" : 1
fps(integer) : "Max FPS" : 0
mindist(integer) : "Min Render Distance" : 0
maxdist(integer) : "Max Render Distance" : 0
textureMode(choices) : "Texture Mode" : 1 =
[
0 : "{ Textures"
1 : "All Textures"
2 : "Named Texture"
]
textureName(string) : "Texture Name"
]
//
// Entities start here. Sorted by Name just like Hammer displays them.
//
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(164 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(Choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
moveto_radius(integer) : "Move to Radius" : 0
m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
[
0 : "Default AI"
1 : "Ambush"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
]
]
@PointClass iconsprite("sprites/vhe-iconsprites/ambient_generic.spr") base(Targetname) color(220 220 220) = ambient_generic : "Universal Ambient"
[
message(sound) : "Sound File"
health(integer) : "Volume (10 = loudest)" : 10
playmode(choices) : "Play Mode" : 0 =
[
0: "Default"
1: "Play Once"
2: "Loop"
5: "Linear / Play Once"
6: "Linear / Loop"
]
preset(choices) : "Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in"
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(choices) : "LFO type" : 0 =
[
0: "Off"
1: "Square Wave"
2: "Triangle Wave"
3: "Random"
4: "Saw Tooth Wave"
5: "Sine Wave"
]
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
linearmin(choices) : "Linear Min Radius" : 2 =
[
0: "0 - 0 units"
1: "1 - 256 units"
2: "2 - 512 units"
3: "3 - 768 units"
4: "4 - 1,024 units"
5: "5 - 1,280 units"
6: "6 - 1,536 units"
7: "7 - 1,792 units"
8: "8 - 2,048 units"
9: "9 - 2,304 units"
10: "10 - 2,560 units"
11: "11 - 2,816 units"
12: "12 - 3,072 units"
13: "13 - 3,328 units"
14: "14 - 3,584 units"
15: "15 - 3,840 units"
16: "16 - 4,096 units"
]
linearmax(choices) : "Linear End Radius" : 5 =
[
1: "1 - 256 units"
2: "2 - 512 units"
3: "3 - 768 units"
4: "4 - 1,024 units"
5: "5 - 1,280 units"
6: "6 - 1,536 units"
7: "7 - 1,792 units"
8: "8 - 2,048 units"
9: "9 - 2,304 units"
10: "10 - 2,560 units"
11: "11 - 2,816 units"
12: "12 - 3,072 units"
13: "13 - 3,328 units"
14: "14 - 3,584 units"
15: "15 - 3,840 units"
16: "16 - 4,096 units"
]
spawnflags(flags) =
[
1 : "Play Everywhere" : 0
2 : "Small Radius (~384)" : 0
4 : "Medium Radius (~768)" : 1
8 : "Large Radius (~1536)" : 0
16 : "Start Silent": 0
32 : "Un-looped|Cyclic": 0
64 : "User Only (+origin)" : 0
]
]
@PointClass iconsprite("sprites/vhe-iconsprites/ambient_generic.spr") base(Targetname) color(220 220 220) = ambient_music : "Ambient Music"
[
message(sound) : "Sound File"
volume(integer) : "Volume (10 = loudest)" : 10
spawnflags(flags) =
[
1 : "Start Silent" : 1
2 : "Loop" : 0
4 : "Activator Only" : 0
]
]
@PointClass base(Ammo, Targetx) studio("models/w_357ammobox.mdl") = ammo_357 : "357 / desert eagle round box" []
@PointClass base(Ammo, Targetx) studio("models/w_saw_clip.mdl") = ammo_556 : "5.56mm round box" []
@PointClass base(Ammo, Targetx) studio("models/w_9mmARclip.mdl") = ammo_556clip : "5.56mm M16 rifle magazine" []
@PointClass base(Ammo, Targetx) studio("models/w_m40a1clip.mdl") = ammo_762 : "7.62mm sniper rifle magazine" []
@PointClass base(Ammo, Targetx) studio("models/w_mp5_clip.mdl") = ammo_9mmAR : "9mm assault rifle magazine" []
@PointClass base(Ammo, Targetx) studio("models/w_chainammo.mdl") = ammo_9mmbox : "9mm round box (big)" []
@PointClass base(Ammo, Targetx) studio("models/w_9mmclip.mdl") = ammo_9mmclip : "9mm pistol magazine" []
@PointClass base(Ammo, Targetx) studio("models/w_argrenade.mdl") = ammo_ARgrenades : "M16's M203 grenades (x2)" []
@PointClass base(Ammo, Targetx) studio("models/w_shotbox.mdl") = ammo_buckshot : "Shotgun shell box" []
@PointClass base(Ammo, Targetx) studio("models/w_crossbow_clip.mdl") = ammo_crossbow : "Crossbow bolt magazine" []
@PointClass base(Ammo, Targetx) studio("models/w_gaussammo.mdl") = ammo_gaussclip : "Gauss/Gluon gun battery" []
@PointClass base(Ammo, Targetx) studio("models/w_rpgammo.mdl") = ammo_rpgclip : "Rockets (x2)" []
@PointClass base(Ammo, Targetx) size(-16 -16 -16, 16 16 16) studio("models/vhe-models/spore_ammo_hammer.mdl") = ammo_spore : "Spore plant"
[
movetype(choices) : "Gravity Setting" : 8 =
[
-1: "Unmoveable"
0: "Fall to the ground (OP4 maps only)"
5: "Hover in the air"
8: "Hover in the air, ignore brush collision"
]
]
@PointClass base(Ammo, Targetx) studio("models/spore.mdl") = ammo_sporeclip : "Spore" []
@PointClass base(Ammo, Targetx) studio("models/w_uzi_clip.mdl") = ammo_uziclip : "9mm Uzi magazine" []
@SolidClass base(Target, ZHLT) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
master(string) : "Master"
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
use_type(choices) : "Use Type" : 3 =
[
0: "Off"
1: "On"
2: "Set"
3: "Toggle"
]
]
@PointClass color(165 185 160) = custom_precache : "Custom Precache"
[
model_1(studio): "Model 1"
model_2(studio): "Model 2"
model_3(studio): "Model 3"
model_4(studio): "Model 4"
model_5(studio): "Model 5"
model_6(studio): "Model 6"
model_7(studio): "Model 7"
model_8(studio): "Model 8"
model_9(studio): "Model 9"
sound_1(sound): "Sound 1"
sound_2(sound): "Sound 2"
sound_3(sound): "Sound 3"
sound_4(sound): "Sound 4"
sound_5(sound): "Sound 5"
sound_6(sound): "Sound 6"
sound_7(sound): "Sound 7"
sound_8(sound): "Sound 8"
sound_9(sound): "Sound 9"
sky_1(string): "Sky map 1"
sky_2(string): "Sky map 2"
sky_3(string): "Sky map 3"
sky_4(string): "Sky map 4"
sky_5(string): "Sky map 5"
sky_6(string): "Sky map 6"
sky_7(string): "Sky map 7"
sky_8(string): "Sky map 8"
sky_9(string): "Sky map 9"
]
@PointClass base(Targetname, Angles) size(-16 -16 0, 16 16 72) studio() color(128 128 128) = cycler : "Monster Cycler"
[
model(studio) : "Model"
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, Angles) sprite() color(128 128 128) = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Monster) size(-16 -16 -16, 16 16 16) studio() color(140 120 120) = cycler_weapon : "Weapon Cycler"[]
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) sprite() color(70 70 70) = cycler_wreckage : "Wreckage"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/fire.spr"
scale(string) : "Scale" : "1"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@BaseClass = BaseCustomEntity : "Custom entity base" // Use this baseclass for custom entities, since they all allow for script files to be defined
[
m_iszScriptFile(string) : "Script file"
]
@BaseClass base(Global, RenderFields, ZHLT) = BaseCharger : "Base Charger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
soundlist(string) : "Sound Replacement File"
CustomJuice(integer) : "Custom Juice Amount" : 0
CustomRechargeTime(integer) : "Custom Recharge Time" : 0
TriggerOnEmpty(target_destination) : "Trigger On Empty"
TriggerOnRecharged(target_destination) : "Trigger on Recharged"
CustomDeniedSound(sound) : "Custom Denied Sound"
CustomStartSound(sound) : "Custom Start Sound"
CustomLoopSound(sound) : "Custom Loop Sound"
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-12 -12 -12, 12 12 12) color(255 250 230) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "1"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "1"
damage(string) : "Damage / second" : "0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Toggle" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Shade Start" : 0
256: "Shade End" : 0
]
]
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) studio("models/can.mdl") color(128 64 2) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]
model(string) : "Custom Model" : ""
weapons(integer) : "Health for Pickup" : 1
]
@PointClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) color(210 0 0) = env_blood : "Blood Effects"
[
color(choices) : "Blood Color" : 0 =
[
0 : "Red (Human)"
1 : "Yellow (Alien)"
]
amount(string) : "Amount of blood (damage to simulate)" : "100"
spawnflags(flags) =
[
1: "Random Direction" : 0
2: "Blood Stream" : 0
4: "On Player" : 0
8: "Spray decals" : 0
]
]
@SolidClass base(Targetname, ZHLTbmodel) = env_bubbles : "Bubble Volume"
[
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname) size(-12 -12 -12, 12 12 12) color(255 220 15) = env_explosion : "Explosion"
[
iMagnitude(Integer) : "Magnitude" : 100
spawnflags(flags) =
[
1: "No Damage" : 0
2: "Repeatable" : 0
4: "No Fireball" : 0
8: "No Smoke" : 0
16: "No Decal" : 0
32: "No Sparks" : 0
]
]
@PointClass base(Targetname) color(100 150 100) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname) color(196 195 192) = env_fog : "Fog Field"
[
spawnflags(flags) =
[
1: "Start Off" : 0
]
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
// iuser1(integer) : "Fog Field Radius" : 8192
iuser2(integer) : "Start Distance" : 128
iuser3(integer) : "End Distance" : 1024
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(128 255 32) = env_funnel : "Large Portal Funnel"
[
sprite(sprite) : "Custom sprite"
spawnflags(flags) =
[
1 : "Reverse" : 0
2 : "Reusable" : 0
]
]
@PointClass base(Targetname) color(255 255 128) color(4 32 250) = env_global : "Global State"
[
globalstate(string) : "Global State to Set"
triggermode(choices) : "Trigger Mode" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
3 : "Toggle"
]
initialstate(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
]
spawnflags(flags) =
[
1 : "Set Initial State" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(60 200 5) = env_glow : "Light Glow/Haze"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : "1"
framestart(integer) : "Starting frame" : 0
]
@PointClass base(Targetname, RenderFxChoices, Angles) size(-8 -8 -8, 8 8 8) color(255 64 2) = env_laser : "Laser Beam Effect"
[
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framestart(integer) : "Starting frame" : 0
damage(string) : "Damage / second" : "100"
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass base(Targetname, Target) color(255 0 255) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
messagesound(sound) : "Sound Effect"
messagevolume(string) : "Volume 0-10" : "10"
messageattenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius (~384)"
1 : "Medium Radius (~768)"
2 : "Large Radius (~1536)"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Target, RenderFields) color(110 120 0) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
// Automatically change rendermode, do it by searching
16: "Auto Apply" : 0
]
armorvalue(string): "radius (0 disables)" : "0"
]
@PointClass base(Targetname, RenderFields) = env_render_individual : "Per-player render settings for entities"
[
spawnflags(Flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
16: "Auto Apply" : 0
32: "Start On" : 0
64 : "Affect Activator (ignore netname)" : 0
128 : "Use Entity to copy from" : 0
]
target(string) : "Entity to affect"
netname(string) : "Player to affect"
message(string) : "Entity to copy from"
]
@PointClass base(Target, Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/vhe-iconsprites/env_sentence.spr") color(164 128 164) = env_sentence : "Announcement Sentence"
[
spawnflags(Flags) =
[
1 : "Activator Only" : 0
]
_text(string) : "Sentence"
]
@PointClass base(Targetname) color(188 180 172) = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "Global Shake" : 0
]
amplitude(string) : "Amplitude (degrees; 0-16)" : "4.0"
radius(string) : "Effect radius (if not global)" : "500"
duration(string) : "Duration (seconds; fades out)" : "1.0"
frequency(string) : "Frequency (Hz; 0-255)" : "2.5"
]
@PointClass base(GibShooterBase, RenderFields) color(184 90 164) = env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model or Sprite name" : ""
shootsounds(choices) : "Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(string) : "Gib Scale" : ""
skin(integer) : "Gib Skin" : 0
]
@PointClass base(Targetname) iconsprite("sprites/vhe-iconsprites/env_sound.spr") color(150 150 150) = env_sound : "DSP Sound"
[
spawnflags(flags) =
[
1: "USE Only" : 0
]
radius(integer) : "Radius" : 128
roomtype(Choices) : "Room Type" : 0 =
[
0 : "Normal (off)"
1 : "Generic"
2 : "Metal Small"
3 : "Metal Medium"
4 : "Metal Large"
5 : "Tunnel Small"
6 : "Tunnel Medium"
7 : "Tunnel Large"
8 : "Chamber Small"
9 : "Chamber Medium"
10: "Chamber Large"
11: "Bright Small"
12: "Bright Medium"
13: "Bright Large"
14: "Water Small"
15: "Water Medium"
16: "Water Large"
17: "Concrete Small"
18: "Concrete Medium"
19: "Concrete Large"
20: "Big Room"
21: "Bigger Room"
22: "Biggest Room"
23: "Cavern Small"
24: "Cavern Medium"
25: "Cavern Large"
26: "Weirdo - Drugged"
27: "Weirdo - Dizzy"
28: "Weirdo - Psychotic"
]
]
@PointClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) color(255 220 15) = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) color(190 200 180) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
framestart(integer) : "Starting frame" : 0
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : "1"
vp_type(choices) : "Draw Type / Orientation" : 0 =
[
0: "Default"
// These reflect the VP_ types in the sprite but are +1'd, so 0 can mean default
3: "Parallel"
1: "Parallel Upright"
5: "Parallel Orientated"
2: "Facing Upright"
4: "Orientated"
]
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
4: "Once + Remove" : 0
]
]
@BaseClass base(Targetname, Global, RenderFields, PlatSounds) = BaseTrain
[
target(target_source) : "First stop target"
speed(integer) : "Speed (units per second)" : 64
m_iObeyTriggerMode(choices) : "Obey Trigger Mode" : 1 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(BaseTrain) color(190 200 180) = env_spritetrain : "Sprite Train"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Sprite Scale"
]
@SolidClass base(Targetname, RenderFields, Angles, ZHLTbmodel) = env_weather : "Weather Effect"
[
spawnflags(Flags) =
[
1 : "Start On" : 1
]
drop_model(string) : "Sprite (or Model) name"
drop_scale(string) : "Sprite Scale" : "1"
drop_vp_type(choices) : "Sprite Draw Type / Orientation" : 0 =
[
0: "Default"
// These reflect the VP_ types in the sprite but are +1'd, so 0 can mean default
3: "Parallel"
1: "Parallel Upright"
5: "Parallel Orientated"
2: "Facing Upright"
4: "Orientated"
]
splash_model(string) : "Splash Sprite (or Model) name"
splash_scale(string) : "Splash Sprite Scale" : "1"
splash_vp_type(choices) : "Splash Sprite Draw Type / Orientation" : 0 =
[
0: "Default"
// These reflect the VP_ types in the sprite but are +1'd, so 0 can mean default
3: "Parallel"
1: "Parallel Upright"
5: "Parallel Orientated"
2: "Facing Upright"
4: "Orientated"
]
speed(integer) : "Speed" : 50
density(integer) : "Density" : 30
angle_variance(integer) : "Angle Variance" : 10
speed_variance(integer) : "Speed Variance" : 10
]
@PointClass base(Targetname, Target, Angles) size(-16 -16 -16, 16 16 56) color(80 220 110) = env_xenmaker : "Xen Portal"
[
spawnflags(flags) =
[
1: "Try Once" : 0
2: "No Spawn" : 0
]
monstertype(string) : "Monster Type" : "monster_headcrab"
m_flBeamRadius(integer) : "Beam Radius (max)" : 255
m_iBeamAlpha(integer) : "Beam Alpha" : 128
m_iBeamCount(integer) : "Beam Count" : 8
m_vBeamColor(color255) : "Beam Color" : "217 226 146"
m_flLightRadius(integer) : "Light Radius" : 160
m_vLightColor(color255) : "Light Color" : "39 209 137"
m_flStartSpriteFramerate(integer) : "Sprite1 Framerate" : 12
m_flStartSpriteScale(string) : "Sprite1 Scale" : "1.0"
m_iStartSpriteAlpha(integer) : "Sprite1 Alpha" : 255
m_vStartSpriteColor(color255) : "Sprite1 Color" : "65 209 61"
m_flEndSpriteFramerate(integer) : "Sprite2 Framerate" : 12
m_flEndSpriteScale(string) : "Sprite2 Scale" : "1.0"
m_iEndSpriteAlpha(integer) : "Sprite2 Alpha" : 255
m_vEndSpriteColor(color255) : "Sprite2 Color" : "159 240 214"
]
@SolidClass base(Breakable) = func_breakable : "Breakable Object"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
8: "Repairable" : 0
32: "Show HUD Info" : 0
64: "Immune To Clients" : 0
256: "Instant Break" : 0
512: "Explosives Only" : 0
]
displayname(string) : "HUD Info name"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Global, Targetname, Targetx, InventoryRules, AttackObject, RenderFields, Angles, ZHLT, BaseLockable) = func_button : "Button"
[
speed(integer) : "Speed" : 5
health(integer) : "Health (shootable if > 0)" : 0
lip(integer) : "Lip"
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
11: "Buzz Off"
14: "Lightswitch"
]
noise(sound) : "Sound Override"
wait(integer) : "delay before reset (-1 stay)" : 3
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256: "Touch Activates": 0
]
_minlight(string) : "Minimum light level"
use_type(choices) : "Use Type" : 3 =
[
0: "Off"
1: "On"
2: "Set"
3: "Toggle"
]
]
@SolidClass base(Targetname, Angles, ZHLTbmodel) = func_clip : "Clip"
[
spawnflags(Flags) =
[
1 : "Start Off" : 1
2 : "Directional (Angles)" : 0
4 : "No Clients" : 0
8 : "Monsters" : 0
16 : "Pushables" : 0
32 : "Everything else" : 0
64 : "item_inv (thrown)" : 0
]
frags(String) : "Direction Tolerance" : "90"
]
@SolidClass base(Global, RenderFields, Targetname, Angles, ZHLT) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass = func_detail : "Detail Brushes"
[
zhlt_detaillevel(integer) : "Detail level" : 1
zhlt_chopdown(integer) : "Lower its level to chop others" : 0
zhlt_chopup(integer) : "Raise its level to get chopped" : 0
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
zhlt_clipnodedetaillevel(integer) : "Detail level of clip hulls" : 1
zhlt_noclip(choices) : "Disable clipping" : 0 =
[
0 : "Default"
1 : "Always non-solid"
]
]
@SolidClass base(Door) = func_door : "Basic door" []
@SolidClass base(Door) = func_door_rotating : "Rotating door"
[
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
]
@SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass = func_group : "Non-entity solid brush group"
[
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
zhlt_noclip(choices) : "Disable clipping" : 0 =
[
0 : "Default"
1 : "Always non-solid"
]
]
@SolidClass base(Targetname, RenderFields, AttackObject, Global, ZHLT) = func_guntarget : "Moving platform"
[
spawnflags(Flags) =
[
1 : "Start On" : 0
]
speed(integer) : "Speed (units per second)" : 100
target(target_source) : "First stop target"
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(BaseCharger) = func_healthcharger: "Wall health recharger"
[
]
@SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light"
[
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
]
spawnflags(flags) =
[
2 : "Use Angles" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, ZHLTbmodel) = func_ladder : "Ladder"
[
spawnflags(flags) =
[
1: "Start Off" : 0
]
]
@SolidClass base(PortalBase) = func_mirror : "Mirror"
[
]
@SolidClass base(PortalBase) = func_monitor : "Monitor"
[
width(integer) : "Width (Resolution)" : 512
height(integer) : "Height (Resolution)" : 512
]
@SolidClass base(Targetname, ZHLTbmodel) = func_monsterclip : "Monster clip brush"
[
spawnflags(Flags) =
[
1 : "Start Off" : 1
2 : "Directional (Angles)" : 0
]
frags(String) : "Direction Tolerance" : "90"
]
@SolidClass base(Targetname, ZHLTbmodel) = func_mortar_field : "Mortar Field"
[
m_flSpread(integer) : "Spread Radius" : 64
m_iCount(integer) : "Repeat Count" : 1
m_fControl(Choices) : "Targeting" : 0 =
[
0 : "Random"
1 : "Activator"
2 : "Table"
]
m_iszXController(target_destination) : "X Controller"
m_iszYController(target_destination) : "Y Controller"
]
@SolidClass base(Target, ZHLTbmodel) = func_op4mortarcontroller : "Op4 Mortar Controller"
[
mortar_axis(Choices) : "Axis" : 0 =
[
0 : "Vertical"
1 : "Horizontal"
]
]
@SolidClass base(Global, Appearflags, Targetname, RenderFields, Angles, ZHLT) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
spawnflags(flags) =
[
1: "Start ON" : 0
8: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, BasePlat, ZHLT) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, BasePlat, Angles, ZHLT) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(PortalBase) = func_portal : "Portal"
[
spawnflags(flags) =
[
4: "Teleport" : 0
8: "No GL ClipPlanes": 0
32: "Shoot through": 0
]
]
@SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : "Pushable object"
[
spawnflags(flags) =
[
8: "Repairable" : 0
16: "Monsters Ignore?" : 0
32: "Show HUD Info" : 0
128: "Breakable" : 0
256: "1-Hit Break" : 0
512: "Explosives Only" : 0
1024: "Liftable" : 1
]
minhullsize(string) : "Custom Min Hull Size (X Y Z)" : "0 0 0"
maxhullsize(string) : "Custom Max Hull Size (X Y Z)" : "0 0 0"
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
displayname(string) : "HUD Info name"
_minlight(string) : "Minimum light level"
]
@SolidClass base(BaseCharger) = func_recharge: "Battery recharger"
[
]
@SolidClass base(Targetname, Target, Global, InventoryRules, RenderFields, Angles, ZHLT, BaseLockable) = func_rot_button : "RotatingButton"
[
// changetarget will change the button's target's TARGET field to the button's changetarget.
changetarget(target_destination) : "ChangeTarget Name"
master(string) : "Master"
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 21 =
[
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
noise(sound) : "Sound Override"
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "0"
distance(integer) : "Distance (deg)" : 90
spawnflags(flags) =
[
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
32: "Toggle" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
256: "Touch Activates": 0
]
_minlight(integer) : "_minlight"
use_type(choices) : "Use Type" : 3 =
[
0: "Off"
1: "On"
2: "Set"
3: "Toggle"
]
]
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(sound) : "WAV Name"
spawnflags(flags) =
[
1 : "Start ON" : 0
2 : "Reverse Direction" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
16: "Acc/Dcc" : 0
32: "Fan Pain" : 0
64: "Not Solid" : 0
128: "Small Radius (~384)" : 0
256: "Medium Radius (~768)" : 0
512: "Large Radius (~1536)" : 1
]
m_iObeyTriggerMode(choices) : "Obey Trigger Mode" : 1 =
[
0 : "No"
1 : "Yes"
]
_minlight(integer) : "_minlight"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, ZHLT) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass base(ZHLTbmodel, InventoryRules) = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
//"Forward Only" flag added - prevents the train from moving backwards.
//This is an original half-life feature; it existed in the code base but apparently was left out of the FGD by mistake.
//
//"No YAW (Y-rot)" flag added - Similar to the "No Pitch (X-rot)" flag, enabling this will force the train to skip updates of its facing angle as it moves.
@SolidClass base(Targetname, Angles, Global, RenderFields, AttackObject, ZHLT) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
4 : "Forward Only" : 0
8 : "Passable" : 0
16 : "No YAW (Y-rot)" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Rail 1"
2: "Rail 2"
3: "Rail 3"
4: "Rail 4"
5: "Rail 6"
6: "Rail 7"
]
noise(sound) : "Move Sound Override"
noise1(sound) : "Brake Sound Override"
noise2(sound) : "Start Sound Override"
wheels(integer) : "Distance between the wheels" : 50
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
soundlist(string) : "Sound Replacement File"
]
@SolidClass base(ZHLTbmodel, InventoryRules) = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(BaseTrain, AttackObject, ZHLT, StartStopable) = func_train : "Moving platform"
[
avelocity(string) : "Angular Velocity (X Y Z)"
dmg(integer) : "Damage on crush" : 0
skin(integer) : "Contents" : 0
_minlight(string) : "Minimum light level"
spawnflags(flags) =
[
8 : "Not solid" : 0
]
]
@SolidClass base(Targetname, Angles, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
spawnflags(flags) =
[
2 : "Use Angles" : 0
]
]
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Door, ZHLT) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256: "USE Only" : 0
]
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
-9: "CURRENT_0"
-10: "CURRENT_90"
-11: "CURRENT_180"
-12: "CURRENT_270"
-13: "CURRENT_UP"
-14: "CURRENT_DOWN"
-15: "TRANSLUCENT"
]
WaveHeight(string) : "Wave Height" : "3.2"
]
@PointClass base(Targetname, Targetx) color(238 240 238) = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
4: "Fire if over limit": 1
]
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Targetx) color(238 240 200) = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname) color(80 80 0) = game_end : "End this multiplayer game"
[
master(string) : "Master"
]
// Counts number of clients on the server and triggers if it matches min or max value
@PointClass color(0 255 96) = game_player_counter : "Game Player Counter"
[
frags(integer) : "Min Value" : 1
health(integer) : "Max Value" : 32
target(target_destination) : "Min Target"
netname(target_destination) : "Max Target"
message(String) : "Filter Player Targetname"
]
@PointClass base(Targetname, Targetx) color(200 100 0) = game_player_equip : "Initial player equipment"
[
spawnflags(flags) =
[
1: "USE Only" : 0
2: "Filter Playername" : 0
4: "Re-Equip on Use" : 0
8: "Append Map CFG" : 0
]
master(string) : "Team Master"
equipmode(choices) : "Equip mode" : 0 =
[
0: "Give items"
1: "Modify inventory"
]
inventorymode(choices) : "Inventory mode" : 0 =
[
0: "Set items"
1: "Add items"
2: "Subtract items"
3: "Remove items"
4: "Restock items"
5: "Limit items"
]
]
@PointClass base(Targetname, Targetx) color(255 2 0) = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "65535"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) color(255 205 0) = game_score : "Award/Deduct Points"
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master"
]
// Counts number of slots on the server and triggers if it matches value
@PointClass base(Targetx) color(0 255 148) = game_slot_counter : "Game Slot Counter"
[
frags(integer) : "Value" : 12
]
@PointClass base(Targetname, Targetx) color(192 255 0) = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
2: "No console echo" : 0
]
message(string) : "Message Text"
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "0.67"
effect(Choices) : "Text Effect" : 0 =
[
0 : "Fade In/Out"
1 : "Credits"
2 : "Scan Out"
]
color(color255) : "Color 1 (Add 4th number >0 for opaque)" : "100 100 100"
color2(color255) : "Color 2 (Add 4th number >0 for opaque)" : "240 110 0"
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
fadeout(string) : "Fade Out Time" : "0.5"
holdtime(string) : "Hold Time" : "1.2"
fxtime(string) : "Scan time (scan effect only)" : "0.25"
channel(choices) : "Text Channel" : 1 =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master"
]
@SolidClass base(Targetname, ZHLTbmodel) = game_zone_player : "Player Zone brush"
[
spawnflags(Flags) =
[
1 : "Ignore Dead Players" : 0
]
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
// master(string) : "Master"
]
@PointClass base(GibShooterBase) color(180 2 0) = gibshooter : "Gib Shooter" []
// Global_light_control
// Alters appearance of switchable lights or sun (light_environment).
// Set "Light Entity Name" field to target a light entity.
// On trigger or map load (if no targetname specified), it updates the
// light's style using the specified "Custom Appearance" pattern.
@PointClass iconsprite("sprites/vhe-iconsprites/global_light_control.spr") base(Targetname, Target) size(-24 -24 -24, 24 24 24) color(96 96 32) = global_light_control : "Global Light Pattern"
[
target_entity(target_destination) : "Light Entity Name"
pattern(string) : "Custom Appearance"
]
@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
[
texture(decal)
]
@PointClass color(255 0 0) = info_angularfade : "Texture name : the speed at which light fade as its direction becomes parallel to the texture (default 1.0)" []
@PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node"
[
spawnflags(Flags) =
[
1 : "Run To Node" : 0
2 : "Wait Indefinitely" : 0
]
target(target_destination) : "Next node"
radius(string) : "Radius" : "0"
reachdelay(string) : "Wait after approach" : "0"
killtarget(target_destination) : "KillTarget"
reachtarget(target_destination) : "Fire on approach"
reachsequence(string) : "Sequence on approach" : ""
health(string) : "Health on approach" : ""
presequence(string) : "Sequence before approach" : ""
]
@PointClass color(255 231 127) = info_compile_parameters : "Map Compile Parameters"
[
spawnflags(Flags) =
[
1 : "Ignore shared settings" : 0
2 : "Ignore CSG settings" : 0
4 : "Ignore BSP settings" : 0
8 : "Ignore VIS settings" : 0
16 : "Ignore RAD settings" : 0
]
// --- Shared options ---
verbose(choices) : "Verbose messages?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
noinfo(choices) : "Don't show tool configuration information?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
nolog(choices) : "Don't generate compile log file?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
dev(choices) : "Developer message level" : 0 =
[
0 : "[ Unset ]"
-1 : "None"
1 : "Error"
2 : "Warning"
3 : "Info"
4 : "Fluff"
5 : "Spam"
6 : "Mega spam"
]
estimate(choices) : "Estimate compile times?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
0 : "Yes"
]
chart(choices) : "Display statistics charts?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
threads(integer) : "CPU thread count (0 for auto/max)" : 0
priority(choices) : "CPU process priority" : 0 =
[
0 : "[ Unset ]"
1 : "Low"
2 : "Normal"
3 : "High"
]
texdata(integer) : "Texture data memory (KiB)" : 0
lightdata(integer) : "Lighting data memory (KiB)" : 0
// --- CSG options ---
csg(choices) : "--- Perform CSG stage? ---" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
2 : "Yes, entity updates only mode"
]
csg_nowadtextures(choices) : "No WAD textures? (Embed textures into BSP.)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_noclip(choices) : "Disable clipping hull generation?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_clipeconomy(choices) : "Strip redundant clip nodes? (Economy mode.)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_cliptype(choices) : "Clipping hull type" : 0 =
[
0 : "[ Unset ]"
-1 : "Smallest"
1 : "Normalized"
2 : "Simple (most compact)"
3 : "Precise (recommended)"
4 : "Legacy"
]
csg_hullfile(string) : "Custom hull file" : ""
csg_noskyclip(choices) : "Disable sky clipping?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_tiny(string) : "Minimum brush face surface area before it is discarded" : ""
csg_brushunion(string) : "Threshold to warn about overlapping brushes" : ""
csg_nullfile(string) : "NULL texture substitutions file" : ""
csg_wadcfgfile(string) : "WAD configuration file" : ""
csg_wadcfgname(string) : "WAD configuration name" : ""
csg_wadautodetect(choices) : "WAD auto detect?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_nonulltex(choices) : "Don't strip null texture faces?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_nullifytrigger(choices) : "Strip trigger texture faces?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_nolightopt(choices) : "Don't optimize engine light entities?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_notextconvert(choices) : "Don't convert game_text from ANSI to UTF-8 format?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
csg_scale(string) : "Scale the world (USE AT OWN RISK!)" : ""
// --- BSP options ---
bsp(choices) : "--- Perform BSP stage? ---" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
2 : "Yes, leak only mode"
]
bsp_subdivide(integer) : "Face subdivide size (64-528)" : 0
bsp_maxnodesize(integer) : "Maximum portal node size (64-1024)" : 0
bsp_notjunc(choices) : "Don't break edges on t-junctions?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_nobrink(choices) : "Don't smooth brinks?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_noclip(choices) : "Don't process the clipping hull?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_nofill(choices) : "Don't fill outside? (Leaks will be masked.)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_noinsidefill(choices) : "Don't fill empty spaces?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
bsp_noopt(choices) : "Don't optimize planes?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_noclipnodemerge(choices) : "Don't optimize clip nodes?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_nonulltex(choices) : "Don't strip NULL textures?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes (not recommended)"
]
bsp_nohull2(choices) : "Don't generate hull 2? (Big monsters & pushable fall out map!)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
bsp_viewportal(choices) : "Show portal boundaries in PTS file?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
// --- VIS options ---
vis(choices) : "--- Perform VIS stage? ---" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
2 : "Yes, fast mode"
3 : "Yes, full mode"
]
// --- RAD options ---
rad(choices) : "--- Perform RAD stage? ---" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
2 : "Yes, fast mode"
3 : "Yes, extra mode"
]
rad_waddir(string) : "WAD search directory" : ""
rad_vismatrix(choices) : "Use visibility matrix?" : 0 =
[
0 : "[ Unset ]"
-1 : "Normal (65,536 patch limit)"
1 : "Sparse"
2 : "None (slowest but most accurate lighting)"
]
rad_bounce(integer) : "Bounces" : 0
rad_ambient(string) : "Ambient world light (R G B)" : ""
rad_limiter(string) : "Light clipping threshold (-1 for none)" : ""
rad_circus(choices) : "Circus mode?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_nospread(choices) : "Disable sunlight spread angles?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_nopaque(choices) : "Disable opaque light flags?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_smooth(string) : "Smoothing threshold for blending (In degrees)" : ""
rad_smooth2(string) : "Smoothing threshold between different textures" : ""
rad_chop(string) : "Patch size for normal textures" : ""
rad_texchop(string) : "Patch size for texture light faces" : ""
rad_notexscale(choices) : "Scale patches with texture scale?" : 0 =
[
0 : "[ Unset ]"
1 : "No"
-1 : "Yes"
]
rad_subdivide(choices) : "Patch subdivide?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_coring(string) : "Lighting threshold before blackness" : ""
rad_dlight(string) : "Direct lighting threshold" : ""
rad_dscale(string) : "Direct lighting scale" : ""
rad_nolerp(choices) : "Disable interpolation? (Nearest point instead.)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_fade(string) : "Global fade (Larger values = shorter lights)" : ""
rad_texlightgap(string) : "Global gap distance for texture lights" : ""
rad_scale(string) : "Global light scaling" : ""
rad_colourscale(string) : "Per-colour light scaling (R G B)" : ""
rad_gamma(string) : "Global gamma" : ""
rad_colourgamma(string) : "Per-colour gamma (R G B)" : ""
rad_sky(string) : "Ambient sunlight shade contribution" : ""
rad_lights(string) : "Light textures file" : ""
rad_noskyfix(choices) : "Disable sky light being global?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_incremental(choices) : "Use/create an incremental transfer list file?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_dump(choices) : "Dump light patches to a file for debugging?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_colourjitter(string) : "Adds noise, independent colours, for dithering (R G B)" : ""
rad_jitter(string) : "Adds noise, monochromatic, for dithering (R G B)" : ""
rad_customshadowwithbounce(choices) : "Enables custom shadows with bounce light?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_rgbtransfers(choices) : "Enable RGB transfers? (For custom shadows.)" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_minlight(integer) : "Minimum final light (0-255)" : 0
rad_compresstransfers(choices) : "Compress transfers?" : 0 =
[
0 : "[ Unset ]"
-1 : "32-bit"
1 : "16-bit"
2 : "8-bit"
]
rad_compressrgbtransfers(choices) : "Compress RGB transfers?" : 0 =
[
0 : "[ Unset ]"
-1 : "96-bit"
1 : "48-bit"
2 : "32-bit"
3 : "24-bit"
]
rad_softsky(choices) : "Smooth skylight?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_depth(string) : "Thickness of translucent faces" : ""
rad_blockopaque(choices) : "Remove the black areas around opaque entities?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_notextures(choices) : "Don't load textures?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_texreflectgamma(string) : "Reflection gamma" : ""
rad_texreflectscale(string) : "Reflection scale" : ""
rad_blur(string) : "Enlarge light map sample to blur the light map" : ""
rad_noemitterrange(choices) : "Don't fix pointy texture lights?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
rad_nobleedfix(choices) : "Don't fix wall bleeding problem for large blur value?" : 0 =
[
0 : "[ Unset ]"
-1 : "No"
1 : "Yes"
]
]
@SolidClass = info_hullshape : "Hull shape definition"
[
targetname(target_source) : "Name"
defaulthulls(choices) : "Set as default shape" : 0 =
[
0: "No"
2: "Hull 1"
4: "Hull 2"
8: "Hull 3"
]
disabled(choices) : "Disable" : 0 =
[
0: "No"
1: "Yes"
]
]
@BaseClass = NodeBase
[
hinttype(Choices) : "Hint type" : 0 =
[
0 : "None"
4 : "World machinery"
8 : "World blinking light"
10 : "World human blood"
11 : "World alien blood"
]
activity(Choices) : "Hint activity" : 0 =
[
-1 : "None"
0 : "Reset"
1 : "Idle"
2 : "Guard"
3 : "Walk"
4 : "Run"
5 : "Fly"
6 : "Swim"
7 : "Hop"
8 : "Leap"
9 : "Fall"
10 : "Land"
11 : "Strafe left"
12 : "Strafe right"
13 : "Roll left"
14 : "Roll right"
15 : "Turn left"
16 : "Turn Right"
17 : "Crouch"
18 : "Crouch idle"
19 : "Stand up from crouch"
20 : "Use"
21 : "Signal 1"
22 : "Signal 2"
23 : "Signal 3"
24 : "Twitch"
25 : "Cower"
26 : "Small flinch"
27 : "Big flinch"
28 : "Range attack 1"
29 : "Range attack 2"
30 : "Melee attack 1"
31 : "Melee attack 2"
32 : "Reload"
33 : "Arm"
34 : "Disarm"
35 : "Eat"
36 : "Die simple"
37 : "Die backward"
38 : "Die forward"
39 : "Die violent"
40 : "Barnacle hit"
41 : "Barnacle pull"
42 : "Barnacle chomp"
43 : "Barnacle chew"
44 : "Sleep"
45 : "Inspect floor"
46 : "Inspect wall"
47 : "Idle angry"
48 : "Walk hurt"
49 : "Run hurt"
50 : "Hover"
51 : "Glide"
52 : "Fly left"
53 : "Fly right"
54 : "Detect scent"
55 : "Sniff"
56 : "Bite"
57 : "Threat display"
58 : "Fear display"
59 : "Excited"
60 : "Special attack 1"
61 : "Special attack 2"
62 : "Combat idle"
63 : "Walk scared"
64 : "Run scared"
65 : "Victory dance"
66 : "Die head shot"
67 : "Die chest shot"
68 : "Die gut shot"
69 : "Die back shot"
70 : "Flinch head"
71 : "Flinch chest"
72 : "Flinch stomach"
73 : "Flinch left arm"
74 : "Flinch right arm"
75 : "Flinch left leg"
76 : "Flinch right leg"
]
]
@PointClass base(NodeBase) size(-24 -24 -4, 24 24 4) color(225 227 0) = info_node : "ai node" []
@PointClass base(NodeBase) size(-32 -32 0, 32 32 64) color(225 227 0) = info_node_air : "ai air node" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(128 255 146) = info_null : "info_null (spotlight target)" []
@PointClass size(-4 -4 -4, 4 4 4) color(255 0 0) = info_overview_point : "Disable VIS here for overview"
[
reverse(choices) : "Reversed" : 0 =
[
0: "No"
1: "Yes"
]
]
@PointClass base(PlayerClass) studio("models/player.mdl") = info_player_coop : "Player co-operative start" []
@PointClass base(PlayerDmClass) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start" []
@PointClass base(PlayerDmClass) studio("models/player.mdl") = info_player_dm2 : "Hidden deathmatch start (not visible in map list)" []
@PointClass base(PlayerClass) studio("models/player.mdl") = info_player_start : "Single player start (and multi-player initial viewpoint)" []
@PointClass size(-4 -4 -4, 4 4 4) color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle" []
@PointClass size(-4 -4 -4, 4 4 4) color(255 255 0) = info_sunlight : "light_environment information that affects model brightness"
[
target(target_destination) : "Target"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "0 0 0 100"
]
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Generic target" []
@PointClass size(-16 -16 0, 16 16 72) base(PlayerClass) color(255 128 240) = info_teleport_destination : "Teleport destination"
[
spawnflags(Flags) =
[
32 : "Trigger on arrival" : 0
]
teleport_cooldown(string) : "Teleport Cooldown Delay" : "1"
]
@PointClass size(-4 -4 -4, 4 4 4) color(255 231 127) = info_texlights : "Texture Light Definitions" []
@PointClass size(-4 -4 -4, 4 4 4) color(255 0 0) = info_translucent : "Texture name : translucent amount (0.0-1.0)" []
@PointClass size(-16 -16 0, 16 16 24) base(Targetx, Item) studio("models/w_oxygen.mdl") = item_airtank : "Oxygen tank" [
spawnflags(Flags) =
[
1 : "Do not explode" : 0
2 : "Start empty" : 0
128 : "TOUCH Only" : 0
256 : "USE Only" : 0
512 : "Can Use w/o LoS" : 0
1024 : "" : 0
]
health(integer) : "Strength" : 0
air_time_given(integer) : "Extra Air Time Given (0 = default)" : 0
refill_delay(integer) : "Refill Time (0 = default, -1 = never)" : 0
target_on_consume(string) : "Target: On consume" : ""
target_on_is_empty(string) : "Target: On is empty" : ""
target_on_refill(string) : "Target: On refill" : ""
target_on_destroy(string) : "Target: On destroy" : ""
sound_on_consume(sound) : "Sound: On consume" : ""
sound_on_is_empty(sound) : "Sound: On is empty" : ""
sound_on_refill(sound) : "Sound: On refill" : ""
]
@PointClass size(-4 -4 0, 4 4 16) base(Target, Item) studio("models/w_antidote.mdl") = item_antidote : "Poison antidote" []
@PointClass size(-11 -11 0, 11 11 36) base(Target, Item) studio("models/barney_vest.mdl") = item_armorvest : "Armor vest" []
@PointClass size(-4 -4 0, 4 4 16) base(Target, Item) studio("models/w_battery.mdl") = item_battery : "HEV battery"
[
health(integer) : "Charge Supplied" : 0
healthcap(integer) : "Charge Cap" : 0
]
@PointClass base(ItemWithDefaultModel, Target) studio() = item_generic : "Generic scenery item" []
@PointClass size(-12 -12 0, 12 12 8) base(Target, Item) studio("models/w_medkit.mdl") = item_healthkit : "Health kit"
[
health(integer) : "Health Supplied" : 0
healthcap(integer) : "Health Cap" : 0
]
@PointClass size(-8 -8 0, 8 8 20) base(Target, Item) studio("models/barney_helmet.mdl") = item_helmet : "Helmet" []
@PointClass base(ItemWithDefaultModel, Target, CustomRespawnDelay) studio() = item_inventory : "Inventory item"
[
item_name(string) : "Item name" : ""
item_group(string) : "Item group name" : ""
display_name(string) : "Display name (HUD)" : ""
description(string) : "Description (HUD)" : ""
item_icon(string) : "Item icon (HUD)" : ""
activate_limit(integer) : "Self-activation limit (0 = infinite)" : 0
collect_limit(integer) : "Collection limit (0 = infinite)" : 0
weight(string) : "Item weight (0-100)" : "1.0"
filter_targetnames(string) : "Collect: Entity target names" : ""
filter_classnames(string) : "Collect: Entity class names" : ""
filter_teams(string) : "Collect: Teams" : ""
filter_npc_classifications(choices) : "Collect: NPC classifications" : 0 =
[
0 : "No filter"
-1 : "None"
1 : "Machine"
2 : "Player"
3 : "Human Passive"
4 : "Human Military"
5 : "Alien Military"
6 : "Alien Passive"
7 : "Alien Monster"
8 : "Alien Prey"
9 : "Alien Predator"
10 : "Insect"
11 : "Player Ally"
12 : "Player Hornet/Snark"
13 : "Alien Hornet/Snark"
14 : "X-Race"
15 : "X-Race: Shocktrooper/Voltigore"
16 : "Team 1"
17 : "Team 2"
18 : "Team 3"
19 : "Team 4"
]
item_name_required(string) : "Collect: Need item(s)" : ""
item_group_required(string) : "Collect: Need item(s) from group(s)" : ""
item_group_required_num(integer) : "Collect: Item count in group need have (0 = all)" : 0
item_name_moved(string) : "Collect: Item(s) moved" : ""
item_name_canthave(string) : "Collect: CAN'T have item" : ""
item_group_canthave(string) : "Collect: CAN'T have item from group" : ""
item_group_canthave_num(integer) : "Collect: Item count in group CAN'T have (0 = all)" : 0
item_name_not_moved(string) : "Collect: Item(s) NOT moved" : ""
carried_hidden(choices) : "Carried: Hide item (3rd person)" : 1 =
[
0 : "No"
1 : "Yes"
]
carried_skin(integer) : "Carried: Skin" : 0
carried_body(integer) : "Carried: Body" : 0
carried_sequencename(string) : "Carried: Sequence Name" : "carried"
carried_sequence(integer) : "Carried: Sequence Number (overrides name)" : 1
return_timelimit(string) : "Return: Wait (-1 = never)" : "60.0"
return_delay_respawn(choices) : "Return: Delay respawn (materialisation)" : 0 =
[
0 : "No"
1 : "Yes"
]
holder_timelimit(string) : "Holder: Hold time limit (0 = never)" : "0"
holder_time_activate_wait(string) : "Holder: Delay between self-activations (0 = none)" : "0"
holder_time_wearout(string) : "Holder: Wearing out trigger time (0 = none)" : "0"
holder_can_activate(choices) : "Holder: Allowed to self-activate" : 0 =
[
0 : "No"
1 : "Yes"
]
holder_timelimit_wait_until_activated(choices) : "Holder: Hold time limit doesn't start until item activated" : 1 =
[
0 : "No"
1 : "Yes"
]
holder_can_drop(choices) : "Holder: Allowed to drop" : 1 =
[
0 : "No"
1 : "Yes"
]
holder_keep_on_death(choices) : "Holder: Keep item on death" : 0 =
[
0 : "No"
1 : "Yes"
]
holder_keep_on_respawn(choices) : "Holder: Keep item on respawn" : 0 =
[
0 : "No"
1 : "Yes"
]
target_on_collect(string) : "Target: On collect (self)" : ""
target_on_collect_team(string) : "Target: On collect (team)" : ""
target_on_collect_other(string) : "Target: On collect (others)" : ""
target_cant_collect(string) : "Target: On can't collect (self)" : ""
target_cant_collect_team(string) : "Target: On can't collect (team)" : ""
target_cant_collect_other(string) : "Target: On can't collect (others)" : ""
target_on_drop(string) : "Target: On drop (self)" : ""
target_on_drop_team(string) : "Target: On drop (team)" : ""
target_on_drop_other(string) : "Target: On drop (others)" : ""
target_cant_drop(string) : "Target: On can't drop (self)" : ""
target_cant_drop_team(string) : "Target: On can't drop (team)" : ""
target_cant_drop_other(string) : "Target: On can't drop (others)" : ""
target_on_activate(string) : "Target: On self-activate (self)" : ""
target_on_activate_team(string) : "Target: On self-activate (team)" : ""
target_on_activate_other(string) : "Target: On self-activate (others)" : ""
target_cant_activate(string) : "Target: On can't self-activate (self)" : ""
target_cant_activate_team(string) : "Target: On can't self-activate (team)" : ""
target_cant_activate_other(string) : "Target: On can't self-activate (others)" : ""
target_on_use(string) : "Target: On use by trigger (self)" : ""
target_on_use_team(string) : "Target: On use by trigger (team)" : ""
target_on_use_other(string) : "Target: On use by trigger (others)" : ""
target_on_wearing_out(string) : "Target: On wearing out (self)" : ""
target_on_wearing_out_team(string) : "Target: On wearing out (team)" : ""
target_on_wearing_out_other(string) : "Target: On wearing out (others)" : ""
target_on_return(string) : "Target: On return (self)" : ""
target_on_return_team(string) : "Target: On return (team)" : ""
target_on_return_other(string) : "Target: On return (other)" : ""
target_on_materialise(string) : "Target: On materialise after return" : ""
target_on_destroy(string) : "Target: On destroy" : ""
effects_wait_until_activated(choices) : "Effects: Wait until item is self-activated?" : 0 =
[
0 : "No"
1 : "Yes"
]
effects_permanent(choices) : "Effects: Permanent? (Until respawn)" : 0 =
[
0 : "No"
1 : "Yes"
]
effect_glow(color255) : "Effects: Glow shell color (R G B)" : "0 0 0"
effect_block_weapons(choices) : "Effects: Block weapons" : 0 =
[
0 : "No"
1 : "Yes"
]
effect_invulnerable(choices) : "Effects: Invulnerable" : 0 =
[
0 : "No"
1 : "Yes"
]
effect_invisible(choices) : "Effects: Invisible" : 0 =
[
0 : "No"
1 : "Yes"
]
effect_nonsolid(choices) : "Effects: Non-solid" : 0 =
[
0 : "No"
1 : "Yes"
]
effect_respiration(string) : "Effects: Time before drown (seconds)" : "0.0"
effect_friction(string) : "Effects: Friction modifier (%)" : "100.0"
effect_gravity(string) : "Effects: Gravity modifier (%)" : "100.0"
effect_speed(string) : "Effects: Speed modifier (%)" : "100.0"
effect_damage(string) : "Effects: Damage modifier (%)" : "100.0"
]
@PointClass size(-14 -14 0, 14 14 36) base(Target, Item) studio("models/w_longjump.mdl") = item_longjump : "Longjump module" []
@PointClass size(-12 -12 0, 12 12 1) base(Target, Item) studio("models/w_security.mdl") = item_security : "Security card" []
@PointClass size(-15 -15 0, 15 15 64) base(Target, Item) studio("models/w_suit.mdl") = item_suit : "HEV Suit"
[
spawnflags(Flags) =
[
1 : "Short Logon" : 0
]
]
@PointClass iconsprite("sprites/vhe-iconsprites/light.spr") base(Target, Targetname, Light, ZHLTpoint) = light : "Invisible lightsource"
[
spawnflags(Flags) =
[
1 : "Initially dark" : 0
2 : "Remove Entity" : 0
]
]
@PointClass size(-4 -4 -4, 4 4 4) color(255 255 0) = light_bounce : "Bounce light control"
[
target(target_destination) : "Target solid entity"
targetname(target_source) : "Name"
style(choices) : "Appearance (no name allowed)" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, no black"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater mutation"
]
pattern(string) : "Custom Appearance"
convertto(choices) : "Classname in game" : "light" =
[
"light" : "light"
"light_spot" : "light_spot"
]
spawnflags(flags) =
[
1 : "Initially dark" : 0
2048 : "Not in Deathmatch" : 0
]
]
@PointClass base(Targetname, Angles, ZHLTpoint) iconsprite("sprites/vhe-iconsprites/light_environment.spr") = light_environment : "Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
_diffuse_light(color255) : "Ambient Color" : ""
_spread(string) : "Sun Spread" : ""
]
@PointClass color(255 255 0) = light_shadow : "Dynamic shadow control"
[
target(target_destination) : "Target solid entity"
targetname(target_source) : "Name"
style(choices) : "Appearance (no name allowed)" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, no black"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater mutation"
]
pattern(string) : "Custom Appearance"
convertto(choices) : "Classname in game" : "light" =
[
"light" : "light"
"light_spot" : "light_spot"
]
spawnflags(flags) =
[
1 : "Initially dark" : 0
2048 : "Not in Deathmatch" : 0
]
]
@PointClass iconsprite("sprites/vhe-iconsprites/light_spot.spr") base(Targetname, Target, Angles, ZHLTpoint) = light_spot : "Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "255 255 128 200"
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
]
@PointClass size(-4 -4 -4, 4 4 4) color(255 255 0) = light_surface : "Advanced texture light"
[
_tex(string) : "Texture name" : ""
_frange(string) : "Filter max distance" : ""
_fdist(string) : "Filter max dist to plane" : ""
_fclass(string) : "Filter entity classname" : ""
_fname(string) : "Filter entity name" : ""
_light(color255) : "Texture brightness" : "255 255 255 80"
_texcolor(color255) : "Color(replace texture color)" : ""
_cone(string) : "Inner(bright) angle(90default)" : ""
_cone2(string) : "Outer(fading) angle(90default)" : ""
_scale(string) : "Adjust emit scale(1.0default)" : ""
_chop(string) : "Grid size of sampling" : ""
_texlightgap(choices) : "Dark gap in front of texlight" : "" =
[
"": "Default (no gap)"
"0.0": "0.0 - no gap"
"3.0": "3.0 - small gap"
"12.0": "12.0 - large gap"
]
_fast(choices) : "Fast" : "" =
[
"": "Auto"
1: "Yes"
2: "No"
]
convertto(choices) : "Classname in game" : "light" =
[
"light" : "light"
"light_spot" : "light_spot"
]
targetname(target_source) : "Name" : ""
style(choices) : "Appearance (no name allowed)" : "" =
[
"" : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, no black"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater mutation"
]
pattern(string) : "Custom Appearance" : ""
spawnflags(flags) =
[
1 : "Initially dark" : 0
2048 : "Not in Deathmatch" : 0
]
]
@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
speed(integer) : "Speed" : 50
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
noise(sound) : "Sound Override"
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
use_type(choices) : "Use Type" : 2 =
[
0: "Off"
1: "On"
2: "Set"
3: "Toggle"
]
]
@PointClass base(Monster) size(-40 -40 0, 40 40 64) studio("models/baby_voltigore.mdl") = monster_alien_babyvoltigore : "Baby Voltigore"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/controller.mdl") = monster_alien_controller : "Controller" []
@PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/agrunt.mdl") = monster_alien_grunt : "Alien Grunt"
[
weapons(Choices) : "Weapons" : 0 =
[
1 : "Hivehand Only"
3 : "Hivehand + Snarks"
8 : "Melee-Only"
10 : "Melee-Only + Snarks"
]
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/islave.mdl") = monster_alien_slave : "Vortigaunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
64 : "IgnorePlayer" : 0
]
]
@PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/Tor.mdl") = monster_alien_tor : "Alien Tor"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-80 -80 0, 80 80 90) studio("models/voltigore.mdl") = monster_alien_voltigore : "Voltigore"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-360 -360 -172, 360 360 8) studio("models/apache.mdl") = monster_apache : "Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/massn.mdl") = monster_assassin_repel : "Male Assassin (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 3 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Sniper Rifle"
10 : "Sniper Rifle + HG"
32 : "No Weapons"
256 : "Sniper - No drop"
]
sequence(Choices) : "Animation Sequence (editor)" : 47 =
[
47 : "repel_repel"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/baby_headcrab.mdl") = monster_babycrab : "Baby Headcrab" []
@PointClass base(Monster) size(-32 -32 0, 32 32 128) studio("models/babygarg.mdl") = monster_babygarg : "Baby Gargantua" []
@PointClass base(Monster) size(-16 -16 -36, 16 16 0) studio("models/barnacle.mdl") = monster_barnacle : "Barnacle Monster" []
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney"
[
sequence(Choices) : "Animation Sequence (editor)" : 0 =
[
0 : "idle1"
19 : "locked_door"
21 : "barn_Wave"
22 : "beat_grunt"
23 : "beat_gruntidle"
24 : "flashlight"
38 : "stuffed_in_vent"
40 : "cprbarney"
41 : "cprbarneyrevive"
42 : "barney_dragvent"
43 : "dying_barney"
44 : "dying_barneyidle"
45 : "dying_friend"
46 : "dying_friendidle"
47 : "c1a3_bidle"
48 : "c1a3_ventb"
49 : "c1a3_emergeidle"
50 : "c1a3_emerge"
51 : "haulbarney"
52 : "intropush"
53 : "fence"
54 : "sit1"
55 : "almostidle"
56 : "almost"
57 : "laseridle"
58 : "laser_top"
59 : "laser_bottom"
60 : "barneyfallidle"
61 : "barneyfall"
62 : "c3a2_draw"
63 : "unlatch"
64 : "retina"
65 : "relaxstand"
66 : "assassinated"
67 : "trackswitch"
68 : "pepsiswing"
69 : "pepsipush"
70 : "buttonpush"
]
]
@PointClass base(RenderFields, Appearflags, Angles) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney_dead : "Dead Barney"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On side"
2 : "On stomach"
]
sequence(Choices) : "Animation Sequence (editor)" : 35 =
[
35 : "lying_on_back"
36 : "lying_on_side"
37 : "lying_on_stomach"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-95 -95 0, 95 95 190) studio("models/big_mom.mdl") = monster_bigmomma : "Big Mamma"
[
netname(string) : "First node" : ""
spawnflags(Flags) =
[
1024: "No Babycrabs" : 0
]
]
@PointClass base(Monster) size(-480 -480 -112, 480 480 24) studio("models/blkop_osprey.mdl") = monster_blkop_osprey : "Black Ops Osprey"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-360 -360 -172, 360 360 8) studio("models/blkop_apache.mdl") = monster_blkop_apache : "Black Ops Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/floater.mdl") = monster_bloater : "Bloater" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/bgman.mdl") = monster_bodyguard : "Body Guard"
[
weapons(Choices) : "Weapons" : 0 =
[
0 : "Random"
1 : "Pistol"
2 : "Desert Eagle"
3 : "Shotgun"
4 : "Akimbo Uzis"
5 : "MP5"
6 : "Sniper Rifle"
7 : "Minigun"
]
]
@PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/bullsquid.mdl") = monster_bullchicken : "BullChicken" []
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/chubby.mdl") = monster_chumtoad : "Chumtoad" []
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/cleansuit_scientist.mdl") = monster_cleansuit_scientist : "Cleansuit Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
sequence(Choices) : "Animation Sequence (editor)" : 13 =
[
13 : "idle1"
27 : "eye_wipe"
28 : "pull_needle"
29 : "return_needle"
30 : "give_shot"
41 : "germandeath"
48 : "console"
49 : "dryhands"
50 : "tieshoe"
51 : "whiteboard"
52 : "studycart"
53 : "lean"
54 : "pondering"
55 : "pondering2"
56 : "pondering3"
57 : "buysoda"
61 : "push_button"
62 : "converse1"
63 : "converse2"
64 : "retina"
65 : "talkleft"
66 : "talkright"
67 : "deskidle"
68 : "coffee"
69 : "franticbutton"
71 : "scientist_throwna"
72 : "scientist_thrownb"
73 : "scientist_beatwindow"
75 : "scientist_zombiefear"
77 : "teleport_fidget"
79 : "sitlookleft"
80 : "sitlookright"
81 : "sitscared"
82 : "sitting2"
83 : "sitting3"
84 : "cprscientist"
85 : "cprscientistrevive"
86 : "cowering_in_corner"
87 : "sstruggleidle"
88 : "sstruggle"
89 : "headcrabbed"
90 : "c1a0_catwalkidle"
91 : "c1a0_catwalk"
92 : "ceiling_dangle"
93 : "ventpull1"
94 : "ventpull2"
95 : "ventpullidle1"
96 : "ventpullidle2"
97 : "sitidle"
98 : "sitstand"
99 : "keypad"
101 : "lookwindow"
102 : "wave"
103 : "pulldoor"
104 : "beatdoor"
105 : "fallingloop"
106 : "crawlwindow"
107 : "divewindow"
108 : "locked_door"
109 : "push_button2"
110 : "unlock_door"
112 : "handrailidle"
113 : "handrail"
114 : "hanging_idle"
115 : "fall"
116 : "scientist_get_pulled"
117 : "hanging_idle2"
118 : "fall_elevator"
119 : "scientist_idlewall"
120 : "ickyjump_sci"
121 : "haulscientist"
122 : "c1a4_wounded_idle"
123 : "c1a4_dying_speech"
124 : "tentacle_grab"
125 : "helicack"
126 : "windive"
127 : "scicrashidle"
128 : "scicrash"
129 : "onguard"
130 : "seeya"
131 : "rocketcrawl"
132 : "portal"
133 : "gluonshow"
135 : "kneel"
]
]
@PointClass base(Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/cleansuit_scientist.mdl") = monster_cleansuit_scientist_dead : "Dead Cleansuit Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On Stomach"
2 : "Sitting"
3 : "Hanging"
4 : "Table1"
5 : "Table2"
6 : "Table3"
]
sequence(Choices) : "Animation Sequence (editor)" : 37 =
[
37 : "lying_on_back"
38 : "lying_on_stomach"
39 : "dead_sitting"
40 : "dead_table1"
41 : "dead_table2"
42 : "dead_table3"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-3 -3 0, 3 3 3) studio("models/roach.mdl") = monster_cockroach : "Cockroach" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio() = monster_furniture : "Monster Furniture" [
sequence(string) : "Animation Sequence (Number)" : "0"
]
@PointClass base(Monster) size(-32 -32 0, 32 32 128) studio("models/garg.mdl") = monster_gargantua : "Gargantua" []
@PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster"
[
sequence(string) : "Animation Sequence (Number)" : "0"
spawnflags(Flags) =
[
4 : "Not solid" : 0
8 : "Head Controller" : 0
]
disableai(choices) : "Disable AI" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/gman.mdl") = monster_gman : "G-Man" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/gonome.mdl") = monster_gonome : "Gonome" []
@PointClass base(RenderFields, Appearflags, Angles) size(-16 -16 0, 16 16 72) studio("models/gonome.mdl") = monster_gonome_dead : "Dead Gonome"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On back"
2 : "On side"
3 : "On stomach"
]
sequence(Choices) : "Animation Sequence (editor)" : 19 =
[
19 : "dead_on_stomach1_1"
20 : "dead_on_back"
21 : "dead_on_stomach1_2"
22 : "dead_on_side"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt_opfor.mdl") = monster_grunt_ally_repel : "Human Grunt Ally (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 3 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
16 : "Saw"
]
head(Choices) : "Heads" : -1 =
[
-1 : "Default"
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
]
sequence(Choices) : "Animation Sequence (editor)" : 51 =
[
51 : "repel_repel"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_grunt_repel : "Human Grunt (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
64 : "Rocket Launcher"
66 : "Rocket Launcher + HG"
128 : "Sniper Rifle"
130 : "Sniper Rifle + HG"
]
sequence(Choices) : "Animation Sequence (editor)" : 50 =
[
50 : "repel_repel"
]
]
@PointClass base(RenderFields, Appearflags, Angles) = monster_handgrenade : "Live Handgrenade"
[
health(integer) : "Delay before explosion" : 0
new_model(studio) : "Custom Model" : ""
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/headcrab.mdl") = monster_headcrab : "Head Crab" []
@PointClass base(Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/player.mdl") = monster_hevsuit_dead : "Dead HEV Suit"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "On stomach"
3 : "On Table"
]
sequence(Choices) : "Animation Sequence (editor)" : 177 =
[
177 : "deadback"
178 : "deadsitting"
179 : "deadstomach"
180 : "deadtable"
]
model(studio) : "Custom Model"
]
@PointClass base(Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_hgrunt_dead : "Dead Human Grunt"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
]
sequence(Choices) : "Animation Sequence (editor)" : 46 =
[
46 : "On stomach"
47 : "On side"
48 : "Seated"
]
body(Choices) : "Body" : 0 =
[
0 : "Grunt with Gun"
1 : "Commander with Gun"
2 : "Grunt no Gun"
3 : "Commander no Gun"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/houndeye.mdl") = monster_houndeye : "Houndeye"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hassassin.mdl") = monster_human_assassin : "Human Assassin" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_human_grunt : "Human Grunt (camo)"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
weapons(Choices) : "Weapons" : 1 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
64 : "Rocket Launcher"
66 : "Rocket Launcher + HG"
128 : "Sniper Rifle"
130 : "Sniper Rifle + HG"
]
]
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/hgruntf.mdl") = monster_human_grunt_ally : "Human Grunt Ally (camo)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 3 =
[
0 : "Default"
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
16 : "Saw"
32 : "None"
]
head(Choices) : "Heads" : -1 =
[
-1 : "Default"
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
5 : "MP"
6 : "Major"
7 : "Beret (Black)"
]
]
@PointClass base(Targetname, Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/hgruntf.mdl") = monster_human_grunt_ally_dead : "Dead Human Grunt Ally"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
3 : "Dead On Back"
4 : "Dead On Stomach"
5 : "Head Crabbed"
]
sequence(Choices) : "Animation Sequence (editor)" : 44 =
[
44 : "On stomach"
45 : "On side"
46 : "Seated"
]
weapons(Choices) : "Weapons" : 1 =
[
0 : "None"
1 : "M16"
8 : "Shotgun"
16 : "Saw"
]
head(Choices) : "Heads" : 0 =
[
0 : "Gas Mask"
1 : "Beret"
2 : "Ops Mask"
3 : "Bandana White"
4 : "Bandana Black"
5 : "MP"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/hgrunt_medicf.mdl") = monster_human_medic_ally : "Medic"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
head(Choices) : "Heads" : -1 =
[
-1 : "Random"
0 : "White"
1 : "Black"
]
weapons(Choices) : "Weapons" : 2 =
[
0 : "None"
1 : "Desert Eagle"
2 : "9mm Handgun"
4 : "Hypodermic Needle"
]
]
@PointClass base(Targetname, Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/hgrunt_medicf.mdl") = monster_human_medic_ally_dead : "Dead Medic"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
3 : "Dead On Back"
4 : "Dead On Stomach"
5 : "Head Crabbed"
]
sequence(Choices) : "Animation Sequence (editor)" : 44 =
[
44 : "On stomach"
45 : "On side"
46 : "Seated"
]
weapons(Choices) : "Weapons" : 2 =
[
0 : "None"
1 : "Desert Eagle"
2 : "9mm Handgun"
4 : "Hypodermic Needle"
]
head(Choices) : "Heads" : -1 =
[
-1 : "Random"
0 : "White"
1 : "Black"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/hgrunt_torchf.mdl") = monster_human_torch_ally : "Torch"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "Desert Eagle"
2 : "Blow Torch"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hwgrunt.mdl") = monster_hwgrunt : "Heavy Weapons Grunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Secondary Weapon" : 1 =
[
0 : "Random Pistol"
1 : "Glock"
2 : "Desert Eagle"
3 : "357 Python"
]
disable_minigun_drop(Choices) : "Disable Minigun Drop" : 1 =
[
0 : "No (default)"
1 : "Yes"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hwgrunt.mdl") = monster_hwgrunt_repel : "Heavy Weapons Grunt (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
sequence(Choices) : "Animation Sequence (editor)" : 14 =
[
14 : "repel_repel"
]
weapons(Choices) : "Drop Minigun" : 0 =
[
0 : "Yes (on death)"
256 : "No"
]
]
@PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/icky.mdl") = monster_ichthyosaur : "Ichthyosaur" []
@PointClass base(Monster) size(-24 -24 0, 24 24 112) studio("models/kingpin.mdl") = monster_kingpin : "Kingpin" []
@PointClass base(Monster) size(-6 -6 0, 6 6 6) studio("models/leech.mdl") = monster_leech : "Leech" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/massn.mdl") = monster_male_assassin : "Male Assassin"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
head(Choices) : "Heads" : 0 =
[
-1 : "Random"
0 : "Ski Mask White"
1 : "Ski Mask Black"
2 : "Night Goggles"
]
weapons(Choices) : "Weapons" : 3 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Sniper Rifle"
10 : "Sniper Rifle + HG"
32 : "No Weapons"
256 : "Sniper - No drop"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt_medicf.mdl") = monster_medic_ally_repel : "Human Medic Ally (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
head(Choices) : "Heads" : -1 =
[
-1 : "Random"
0 : "White"
1 : "Black"
]
weapons(Choices) : "Weapons" : 2 =
[
0 : "None"
1 : "Desert Eagle"
2 : "9mm Handgun"
4 : "Hypodermic Needle"
]
sequence(Choices) : "Animation Sequence (editor)" : 41 =
[
41 : "repel_repel"
]
]
@PointClass base(Monster) size(-16 -16 -32, 16 16 32) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
maxsleep(string) : "Search Time (before deactivate)" : "15"
turnrate(integer) : "Turn Rate" : 30
attackrange(integer) : "Max Attack Range" : 1200
]
@PointClass base(Monster) size(-192 -192 0, 192 192 384) studio("models/nihilanth.mdl") = monster_nihilanth : "Nihilanth" []
@PointClass base(Monster) size(-480 -480 -112, 480 480 24) studio("models/osprey.mdl") = monster_osprey : "Osprey"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
]
// If Random grunttype is set, osprey will look for NORMAL grunts.
// Mapper can override number of grunts if desired, instead.
grunttype(Choices) : "Grunt Type" : 0 =
[
0 : "Human Grunts (default)"
1 : "Opposing Force Grunts"
// Human Grunts and Opposing Force grunts will drop
2 : "Random"
// HWGrunt will have a small chance of appearing if set
3 : "Random + HWGrunt"
// HWGrunt and Sniper will have a small chance of appearing if set
4 : "Random + HWGrunt/Sniper"
]
num(integer) : "(Override) Number of Grunts" : 0
]
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/otis.mdl") = monster_otis : "Otis"
[
bodystate(Choices) : "bodystate" : -1 =
[
-1 : "Random"
0 : "Gun Holstered"
1 : "Gun Drawn"
3 : "Donut"
]
head(Choices) : "head" : -1 =
[
-1 : "Random"
0 : "Bald Head"
1 : "Head with hair"
]
sequence(Choices) : "Animation Sequence (editor)" : 0 =
[
0 : "idle1"
19 : "locked_door"
21 : "barn_Wave"
22 : "beat_grunt"
23 : "beat_gruntidle"
24 : "flashlight"
41 : "cprbarney"
42 : "cprbarneyrevive"
43 : "barney_dragvent"
44 : "dying_barney"
45 : "dying_barneyidle"
46 : "dying_friend"
47 : "dying_friendidle"
48 : "c1a3_bidle"
49 : "intropush"
50 : "fence"
51 : "wave"
52 : "unlatch"
53 : "retina"
54 : "relaxstand"
55 : "trackswitch"
56 : "pepsiswing"
57 : "pepsipush"
58 : "buttonpush"
59 : "cowering"
60 : "candygrab"
]
]
@PointClass base(RenderFields, Appearflags, Angles) size(-16 -16 0, 16 16 72) studio("models/otis.mdl") = monster_otis_dead : "Dead Otis"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On side"
2 : "On stomach"
3 : "Stuffed in Vent"
4 : "Dead Sitting"
]
sequence(Choices) : "Animation Sequence (editor)" : 35 =
[
35 : "lying_on_back"
36 : "lying_on_side"
37 : "lying_on_stomach"
38 : "stuffed_in_vent"
39 : "dead_sitting"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-24 -24 0, 24 24 32) studio("models/pit_drone.mdl") = monster_pitdrone : "Pit Drone"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
initammo(string) : "Initial Ammo" : "6"
]
@PointClass base(Monster) size(-6 -6 0, 6 6 6) studio("models/bigrat.mdl") = monster_rat : "Rat" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/rgrunt.mdl") = monster_robogrunt : "Robot Grunt"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
weapons(Choices) : "Weapons" : 1 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/rgrunt.mdl") = monster_robogrunt_repel : "Robot Grunt"
[
weapons(Choices) : "Weapons" : 1 =
[
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
]
sequence(Choices) : "Animation Sequence (editor)" : 48 =
[
48 : "repel_repel"
]
]
@PointClass base(Weapon, Targetx, RenderFields) studio("models/w_satchel.mdl") = monster_satchel : "Live Satchel Charge" []
@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist : "Scared Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
sequence(Choices) : "Animation Sequence (editor)" : 13 =
[
13 : "idle1"
27 : "eye_wipe"
28 : "pull_needle"
29 : "return_needle"
30 : "give_shot"
37 : "lying_on_back"
38 : "lying_on_stomach"
39 : "dead_sitting"
40 : "dead_table1"
41 : "dead_table2"
42 : "dead_table3"
47 : "console"
48 : "checktie"
49 : "dryhands"
50 : "tieshoe"
51 : "whiteboard"
52 : "studycart"
53 : "lean"
54 : "pondering"
55 : "pondering2"
56 : "pondering3"
57 : "buysoda"
61 : "push_button"
62 : "converse1"
63 : "converse2"
64 : "retina"
65 : "talkleft"
66 : "talkright"
67 : "deskidle"
68 : "coffee"
69 : "franticbutton"
71 : "sitlookleft"
72 : "sitlookright"
73 : "sitscared"
74 : "sitting2"
75 : "sitting3"
76 : "cprscientist"
77 : "cprscientistrevive"
78 : "cowering_in_corner"
79 : "sstruggleidle"
80 : "sstruggle"
81 : "headcrabbed"
82 : "c1a0_catwalkidle"
83 : "c1a0_catwalk"
84 : "ceiling_dangle"
85 : "ventpull1"
86 : "ventpull2"
87 : "ventpullidle1"
88 : "ventpullidle2"
89 : "sitidle"
90 : "sitstand"
91 : "keypad"
93 : "lookwindow"
94 : "wave"
95 : "pulldoor"
96 : "beatdoor"
97 : "fallingloop"
98 : "crawlwindow"
99 : "divewindow"
100 : "locked_door"
101 : "push_button2"
102 : "unlock_door"
104 : "handrailidle"
105 : "handrail"
106 : "hanging_idle"
107 : "fall"
108 : "scientist_get_pulled"
109 : "hanging_idle2"
110 : "fall_elevator"
111 : "scientist_idlewall"
112 : "ickyjump_sci"
113 : "haulscientist"
114 : "c1a4_wounded_idle"
115 : "c1a4_dying_speech"
116 : "tentacle_grab"
117 : "helicack"
118 : "windive"
119 : "scicrashidle"
120 : "scicrash"
121 : "onguard"
122 : "seeya"
123 : "rocketcrawl"
124 : "portal"
125 : "gluonshow"
127 : "kneel"
]
]
@PointClass base(Appearflags, RenderFields, Angles) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist_dead : "Dead Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On Stomach"
2 : "Sitting"
3 : "Hanging"
4 : "Table1"
5 : "Table2"
6 : "Table3"
]
sequence(Choices) : "Animation Sequence (editor)" : 37 =
[
37 : "lying_on_back"
38 : "lying_on_stomach"
39 : "dead_sitting"
40 : "dead_table1"
41 : "dead_table2"
42 : "dead_table3"
]
model(studio) : "Custom Model"
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sentry.mdl") = monster_sentry : "Sentry Turret Gun"
[
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
attackrange(integer) : "Max Attack Range" : 1200
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/w_shock.mdl") = monster_shockroach : "Shock Roach" []
@PointClass base(Monster) size(-24 -24 0, 24 24 32) studio("models/strooper.mdl") = monster_shocktrooper : "Shock Trooper"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
1024: "No Shockroach" : 0
]
]
@PointClass base(Monster, TalkMonster) size(-14 -14 22, 14 14 72) studio("models/scientist.mdl") = monster_sitting_scientist : "Sitting Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
sequence(Choices) : "Animation Sequence (editor)" : 73 =
[
71 : "sitlookleft"
72 : "sitlookright"
73 : "sitscared"
74 : "sitting2"
75 : "sitting3"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/w_squeak.mdl") = monster_snark : "Armed Snark" []
@PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/w_sqknest.mdl") = monster_sqknest : "Snark Nest" []
@PointClass base(Monster) size(-24 -24 0, 24 24 24) studio("models/stukabat.mdl") = monster_stukabat : "Stukabat" []
@PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/tentacle2.mdl") = monster_tentacle : "Tentacle Arm"
[
sweeparc(integer) : "Sweep Arc" : 130
sound(Choices) : "Tap Sound" : -1 =
[
-1 : "None"
0 : "Silo"
1 : "Dirt"
2 : "Water"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt_torchf.mdl") = monster_torch_ally_repel : "Human Torch Ally (Repel)"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "Desert Eagle"
2 : "Blow Torch"
]
sequence(Choices) : "Animation Sequence (editor)" : 39 =
[
39 : "repel_repel"
]
]
@PointClass base(Monster) studio("models/vhe-models/w_tripmine_hammer.mdl") = monster_tripmine : "Active Tripmine"
[
spawnflags(Flags) =
[
1 : "Instant On" : 1
]
]
@PointClass base(Monster) size(-32 -32 -32, 32 32 32) studio("models/turret.mdl") = monster_turret : "Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
maxsleep(string) : "Search Time (before deactivate)" : "15"
turnrate(integer) : "Turn Rate" : 30
attackrange(integer) : "Max Attack Range" : 1200
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/zombie.mdl") = monster_zombie : "Scientist Zombie"
[
sequence(Choices) : "Animation Sequence (editor)" : 0 =
[
0 : "idle1"
19 : "getup"
20 : "pause"
21 : "busting_through_wall"
22 : "kick_punch_wall"
23 : "bust_window"
24 : "soda"
25 : "slideidle"
26 : "slidewall"
27 : "ventclimbidle"
28 : "ventclimb"
29 : "deadidle"
30 : "deadwall"
31 : "freakdie"
32 : "freak"
33 : "eatbodytable"
34 : "eatbody"
35 : "eatbodystand"
36 : "ripdoor"
37 : "zombie_pull_scientist"
38 : "zombie_eating"
39 : "eat_to_stand"
40 : "vent_zidle"
41 : "vent_c1a3"
42 : "haulzombie"
43 : "c2a3_snack_getup"
44 : "zombie_fight"
45 : "crush"
48 : "crushed"
46 : "spazhard"
47 : "spaz"
49 : "compthrow_idle"
50 : "compthrow"
51 : "iceslip"
52 : "get_run_over"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/zombie_barney.mdl") = monster_zombie_barney : "Barney Zombie" []
@PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/zombie_soldier.mdl") = monster_zombie_soldier : "Soldier Zombie" []
@PointClass base(Targetname, Angles) size(-16 -16 0, 16 16 72) color(245 128 96) = monstermaker : "Monster Maker"
[
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(string) : "Childrens' Name"
spawnflags(Flags) =
[
1 : "Start ON" : 0
//2 : "PVS On/Off" : 0
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
1024 : "No Respawn (Collectible)" : 0
]
// How many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Monster count " : -1
respawn_as_playerally(choices) : "Make Player Allys" : 0 =
[
0 : "Default (0)"
1 : "Opposite (1)"
]
// If delay is -1, new monster will be made when last monster dies,
// else, delay is the delay in seconds between spawns.
delay(string) : "Frequency" : "5"
// Maximum number of live children allowed at one time. (New ones will not be made until one dies) -1 means no limit.
m_imaxlivechildren(integer) : "Max live children" : 5
health(integer) : "Custom Health" : 0
path_name(string) : "Path Name" //The name of the path_waypoint, path_condition, or path_condition_controller this monster will look to.
]
@PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass base(Targetname, Target) color(168 255 168) = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
@PointClass base(Targetname, AttackObject) studio("models/mortar.mdl") = op4mortar : "Op4 Mortar"
[
spawnflags(Flags) =
[
1 : "Active" : 0
16 : "Line of Sight" : 1
32 : "Can Control" : 1
]
mortar_velocity(integer) : "Velocity" : 800
h_min(integer) : "Horiz MIN" : -90
h_max(integer) : "Horiz MAX" : 90
mindist(integer) : "Min Target Dist" : 256
maxdist(integer) : "Max Target Dist" : 2048
firedelay(integer) : "Delay between shots (seconds)" : 5
is_player_ally(Choices) : "Is Player Ally" : 0 =
[
0 : "No (Default)"
1 : "Yes"
]
]
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport to this" : 0
4: "Fire once" : 0
8: "Random targets" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Arrive"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
]
//Processes and selects a path_condition for the NPC. Allows for multiple path_conditions to be used for a single NPC.
@PointClass base(Targetname) color(145 255 145) = path_condition_controller : "NPC Path Condition Controller"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0 // If checked, this controller starts in-active and can not be used until triggered.
]
pathcondition_list(string) : "Path_condition List" //Comma separated list of path_condition names (Required).
selecttype(Choices) : "Selection Mode" : 0 =
[
0 : "First Found (Default)" // The first path_condition found (highest priority and active) will be picked.
1 : "Random" // Any path_condition entities that [share the same priority level] and are [active] will be evaluated together and randomly chosen.
2 : "Nearest to NPC" // The nearest path_condition found (to the NPC) will be picked. Distance based on path_waypoint to the NPC.
]
]
//Processes and selects a path_waypoint for the NPC or path_condition_controller.
@PointClass base(Targetname) color(225 148 32) = path_condition : "NPC Path Condition"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0 // If checked, this path_condition starts in-active and can not be used until triggered with USE_ON or USE_TOGGLE.
]
delay_interval(string) : "Delay Interval" : "0.1" //Default time between checks. Minimum is 0.1.
conditions_reference(string) : "Conditions (Definition Name)"
mindistance(integer) : "Min Distance" : 0 // 0 = infinite. If not within specified range, path_condition isn't evaluated.
maxdistance(integer) : "Max Distance" : 0 // 0 = infinite. If not within specified range, path_condition isn't evaluated.
starttrigger(string) : "Trigger on Stop Condition" //Thing to trigger upon start
priority(integer) : "Priority Level" : 0 // 0 would be the default priority, followed by 1, 2, 3, etc. Higher numbers take precedence over lower numbers.
selecttype(Choices) : "Priority Override" : 0 =
[
0 : "None (Default)"
1 : "Ignore Following"
2 : "Ignore Following and Guarding"
3 : "Ignore Following, Guarding, and Scripts"
]
pre_location(Choices) : "Pre-Waypoint Destination" : 0 =
[
0 : "None (Default)" // Don't use a pre-waypoint destination, go to the first path_waypoint.
1 : "Use This Origin" // Use path_condition's origin.
2 : "Enemy"
3 : "Dead Enemy"
4 : "Sound"
5 : "Scent"
6 : "Near Hiding Spot" //Compute a nearby hiding spot, run to it.
7 : "Far Hiding Spot" //Compute a distant hiding spot, run to it.
8 : "Named Entity" // Origin of a specific entity
9 : "Entity by Key:Value"
]
pre_location_values(string) : "Pre-Waypoint Parameters"
// 1 : "Use This Origin" No options.
// 2 : "Enemy" No options.
// 3 : "Dead Enemy" No options.
// 4 : "Sound" Type sound-filter. E.g. (SOUND_DANGER)
// 5 : "Scent" Type scent-filter. E.g. (SCENT_FOOD OR SCENT_CARCASS)
// 6 : "Near Hiding Spot" Type minimum distance.
// 7 : "Far Hiding Spot" Type maximum distance.
// 8 : "Named Entity" Type entity name.
// 9 : "Entity by Key:Value" Type in format: "keyname:keyvalue", optional: Use ( parentheses ), ==, >, >=, <, <=, AND, OR operators.
//When this path_condition is picked, a waypoint must be picked to start the NPC off on. Select how the waypoint is picked.
selecttype(Choices) : "Waypoint Selection" : 0 =
[
0 : "Start Waypoint" // NOTE: The nearest waypoint will be selected if a starting waypoint is not specified when this option is selected.
1 : "Nearest Waypoint to NPC" //The nearest group found (to the NPC) will be picked.
2 : "Random Waypoint"
]
path_start(string) : "Start Waypoint" //Leave blank for none.
waypoint_list(string) : "Path_Waypoint List" //Required if not using Starting Waypoint for selection.
key_filter(string) : "NPC Keyvalue Filter" //Type in format: "$keyname > 1 AND $keyname == 1", optional: Use ( parentheses ), ==, >, >=, <, <=, AND, OR operators.
npc_trigger_target(string) : "NPC Trigger Target" //NPC will trigger this entity when on this path
npc_trigger_interval(integer) : "NPC Trigger Interval" //NPC will trigger every N seconds
m_szASConditionsName(string) : "Angelscript condition name" //Name of the Angelscript condition that was registered by a map script
]
@PointClass base(Targetname) color(125 255 255) = path_waypoint : "NPC Path Waypoint"
[
target(target_destination) : "Next Path_waypoint"
alternate_target(target_destination) : "Alternate Next Path_waypoint" //Alternate Waypoint to use if we're toggled to use our alternate.
movementtype(Choices) : "Move to Position" : 0 = // How the monster will move to this waypoint.
[
0 : "Walk"
1 : "Run"
2 : "Teleport"
3 : "Turn to Face"
4 : "Don't Move"
]
radius(integer) : "Move within Radius" : 0 // When in radius, the NPC has finished moving to the waypoint. Only works for Walk / Run.
useangles(choices) : "Face Waypoint Direction" : 0 = //Yes = Upon arrival, the NPC's YAW will change gradually to match the path_waypoint's YAW
[
0 : "No (default)"
1 : "Yes"
]
trigger_on_arrival(target_destination) : "Trigger on Arrival" // Target to fire before starting the arrival animation.
arrival_animation(string) : "Arrival Animation" // Animation to play on arrival.
trigger_after_arrival(target_destination) : "Trigger after Arrival Animation" // Target to fire upon completing the arrival animation. If no arrival animation, fired after Trigger on Reach is fired.
wait_activity(Choices) : "Wait Activity" : 0 =
[
0 : "Play Wait Animation (default)"
1 : "Look around"
2 : "Investigate Area"
3 : "Use AI" //Let the NPC's AI take over while waiting.
]
wait_animation(string) : "Wait Animation" // Animation to play when waiting at this waypoint. (Looped) If animation is blank, the monster will stand in place. If wait time is zero, this is not used.
wait_time(integer) : "Wait Time" : 0 // After the position is reached, the monster must wait this long before moving to the next waypoint, and before any targets are fired.
wait_master(string) : "Wait Master" // Master entity to analyze - the multisource which, when activated, lets the path_waypoint know it can let the NPC continue.
waituntilfull(choices) : "Wait Here Until Full" : 0 = // Force NPC to wait until this waypoint is full before proceeding to the next waypoint. If Maximum Occupants is 0, a level error message will occur.
[
0 : "No (default)"
1 : "Yes"
]
departure_animation(string) : "Departure Animation" // Animation to play before leaving waypoint. Target On Pass is fired after animation completes if animation is present.
trigger_on_departure(target_destination) : "Trigger on Departure" // Target to fire when the NPC finishes the Departure Animation. If no Departure Animation, fired immediately after waiting.
//--------------------------------------------------------------------------------------------------
// START OVERFLOW
//--------------------------------------------------------------------------------------------------
occupant_radius_check(integer) : "Occupant Radius" : 0 // If an NPC is within the radius of this path_waypoint, it takes up an occupant slot.
occupant_limit(integer) : "Maximum # Occupants" : 0 // This point only accepts X number of NPCs at a time.
// If this waypoint is full, monsters will go to the following waypoint specified instead.
// If the provided overflow point is removed or not available, the NPC will remain at the previous waypoint or position until room is available.
overflow_waypoint(string) : "Overflow Waypoint"
//--------------------------------------------------------------------------------------------------
// END OVERFLOW
//--------------------------------------------------------------------------------------------------
// Forces the NPC to finish this particular path_waypoint even if a higher priority path is found, provided that the stop conditions are not met.
// NOTE: This disables path_condition / path_condition_controller evaluation during the extent of the trip and departure.
force_complete(Choices) : "Force Waypoint Completion" : 0 =
[
0 : "No (default)"
1 : "Yes"
]
//If this path_waypoint releases the NPC because of a stop condition, (e.g. a new enemy appears) something can be triggered.
stop_trigger(string) : "Trigger on Stop Condition"
restart_delay(integer) : "Delay before Return" : 0 //If the NPC has stopped moving because of a stop condition (E.g. hearing a gunshot), the NPC will wait this long before continuing back to this path_waypoint.
]
@PointClass base(Targetname, Angles) size(16 16 16) color(255 148 0) = path_track : "Train Track Path"
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
newspeed(integer) : "New Train Speed" : -1
maxspeed(integer) : "New Maximum Speed" : -1
speed(integer) : "New Train Speed (Legacy)" : 0
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
[
duration(string) : "Fade Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
messagetime(string) : "Show Message delay" : "0"
message(string) : "Message To Display" : ""
loadtime(string) : "Reload delay" : "0"
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(96 32 128) = player_weaponstrip : "Strips player's weapons"
[
spawnflags(Flags) =
[
1 : "Strip Suit" : 0
2 : "Strip Long Jump" : 0
]
m_iAffected(choices) : "Players to strip from" : 0 =
[
0 : "Activator only (default)"
1 : "All players"
2 : "All players except activator"
]
weapons_list(string) : "Weapons list to strip (none = all)" : ""
weapons_list_mode(choices) : "Weapons list mode" : 0 =
[
0 : "Inclusive (strip listed)"
1 : "Exclusive (strip NOT listed)"
]
]
@SolidClass base(Targetname, ZHLTbmodel) = player_respawn_zone : "Player Zone Respawn brush"
[
zonetype(choices) : "Zone Type" : 0 =
[
0: "Respawn all outside"
1: "Respawn all inside"
]
]
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 200) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Type"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius (~384)"
1 : "Medium Radius (~768)"
2 : "Large Radius (~1536)"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(164 128 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
moveto_radius(integer) : "Move to Radius" : 0
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
256: "No Reset Entity" : 0
]
]
@PointClass iconsprite("sprites/vhe-iconsprites/speaker.spr") base(Targetname) color(225 200 210) = speaker : "Announcement Speaker"
[
preset(choices) : "Announcement Presets" : 0 =
[
0: "None"
1: "C1A0 Announcer"
2: "C1A1 Announcer"
3: "C1A2 Announcer"
4: "C1A3 Announcer"
5: "C1A4 Announcer"
6: "C2A1 Announcer"
7: "C2A2 Announcer"
//8: "C2A3 Announcer"
9: "C2A4 Announcer"
//10: "C2A5 Announcer"
11: "C3A1 Announcer"
12: "C3A2 Announcer"
]
message(string) : "Sentence Group Name"
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
@PointClass base(Targetname, Angles, RenderFields, AttackObject, NotRevivable) size(-16 -16 0, 16 16 72) color(245 128 96) = squadmaker : "Squad Maker"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
//2 : "PVS On/Off" : 0
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
16 : "Prisoner" : 0
32 : "Auto Size BBox" : 0
64 : "Cyclic Backlog" : 0
128 : "WaitForScript" : 0
1024 : "No Respawn (Collectible)" : 0
]
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(string) : "Childrens' Name"
// How many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Monster count " : -1
// If delay is -1, new monster will be made when last monster dies.
// Else, delay is how often (seconds) a new monster will be spawned.
delay(string) : "Delay between spawns" : "5"
// Maximum number of live children allowed at one time. (New ones will not be made until one dies)
// -1 no limit
m_imaxlivechildren(integer) : "Max live children" : 5
spawn_mode(Choices) : "Blocked Spawn Handling" : 0 =
[
0 : "Legacy, no special handling"
1 : "Block, spawn as soon as clear"
2 : "Force spawn, never block"
]
dmg(integer) : "Amount of Telefrag Damage" : 0
trigger_target(String) : "TriggerTarget"
trigger_condition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
new_body(integer) : "Body (-1 off)" : -1
new_skin(integer) : "Skin (-1 off)" : -1
new_solid(Choices) : "Solid State" : -1 =
[
-1 : "Don't Modify"
0 : "Not Solid - SOLID_NOT"
1 : "Trigger - SOLID_TRIGGER"
2 : "Bounding Box - SOLID_BBOX"
3 : "Slide Box - SOLID_SLIDEBOX"
4 : "BSP Model - SOLID_BSP"
]
respawn_as_playerally(choices) : "Is Player Ally" : 0 =
[
0 : "Default (0)"
1 : "Opposite (1)"
]
change_rendermode(Choices) : "Override Render Mode" : 0 =
[
0 : "No"
1 : "Yes"
]
xenmaker(String) : "Xenmaker Template Name"
gag(Choices) : "Gag" : -1 =
[
-1 : "Default"
0 : "No"
1 : "Yes"
]
weapons(Choices) : "Weapons (Grunt/Massn/etc)" : 0 =
[
0 : "Default / No setting"
1 : "MP5"
3 : "MP5 + HG"
5 : "M16 + GL"
8 : "Shotgun / Sniper Rifle"
10 : "Shotgun / Sniper Rifle + HG"
16 : "SAW (human_grunt_ally only!)"
32 : "No Weapons (male_assassin only!)"
64 : "Rocket Launcher"
66 : "Rocket Launcher + HG"
128 : "Sniper Rifle (human_grunt only!)"
130 : "Sniper Rifle + HG (human_grunt only!)"
256 : "Don't drop weapon (HWG etc)"
]
squadname(String) : "Squad Name" : ""
is_squad_leader(Choices) : "Squad Leader" : 0 =
[
0 : "No"
1 : "Yes"
]
displayname(string) : "In-game Name" : ""
bloodcolor(choices) : "Blood Color" : 0 =
[
0 : "Monster Default"
-1 : "No Blood"
1 : "Red"
2 : "Yellow"
]
health(integer) : "Custom Health" : 0
new_model(studio) : "Custom Model" : ""
minhullsize(string) : "Custom Min Hull Size (X Y Z)" : "0 0 0"
maxhullsize(string) : "Custom Max Hull Size (X Y Z)" : "0 0 0"
soundlist(string) : "Sound Replacement File"
freeroam(Choices) : "Monster Roaming (nodes)" : 0 =
[
0 : "Map Default"
1 : "Never"
2 : "Always"
]
path_name(string) : "Path Name" // The name of the path_waypoint, path_condition, or path_condition_controller this monster will look to.
// This will make the monster follow/protect whoever is specified
guard_ent(string): "Entity to Guard" : ""
wpn_v_model(String) : "V_model (Weapons Only)" : ""
wpn_w_model(String) : "W_model (Weapons Only)" : ""
wpn_p_model(String) : "P_model (Weapons Only)" : ""
function_name(string) : "Angelscript function name" //Angelscript function to call on creation of a monster. Format: void FunctionName(MonsterEntity@ pSquadmaker, Entity@ pMonster)
]
@PointClass base(Targetname) color(255 240 128) = target_cdaudio : "CD Audio Target"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
// radius(string) : "Player Radius"
]
@PointClass base(Targetx) color(250 10 165) = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 1
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 2 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
]
@PointClass base(Targetx, Targetname, Angles) studio("models/vhe-models/trigger_camera.mdl") color(200 255 255) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
8: "All Players" : 0
16: "Force View" : 0
32: "No Instant Turn" : 0
64: "Instant Move" : 0
128: "Mouse Cursor" : 0
256: "Player Invulnerable" : 0
512: "Ignore Hold Time" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
turnspeed(string) : "Camera Rotation Speed" : "40"
mouse_action_0_0(choices) : "Left Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_0_0(string) : "Left Click Param"
mouse_block_drag_0_0(choices) : "Left Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_action_1_0(choices) : "Right Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_1_0(string) : "Right Click Param"
mouse_block_drag_1_0(choices) : "Right Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_action_2_0(choices) : "Third Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_2_0(string) : "Third Click Param"
mouse_block_drag_2_0(choices) : "Third Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_action_0_1(choices) : "Left Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_0_1(string) : "Left Double Click Param"
mouse_block_drag_0_1(choices) : "Left Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_action_1_1(choices) : "Right Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_1_1(string) : "Right Double Click Param"
mouse_block_drag_1_1(choices) : "Right Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_action_2_1(choices) : "Third Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
7 : "Spawn"
8 : "Teleport"
9 : "Teleport Away"
10 : "Create Explosion"
11 : "Drag"
255 : "Exit Camera (Non-forced only)"
]
mouse_param_2_1(string) : "Third Double Click Param"
mouse_block_drag_2_1(choices) : "Third Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_digital_action_reset(string) : "Mouse Digital Action Reset Time" : "0"
// Signature for AS callback method is: bool YourMouseEventCallbackName(CBaseEntity@ pCamera, CBaseEntity@ pPlayer, CBaseEntity@ pEntity, int mouseEvent, int mouseEventParam, float screenX, float screenY, Vector mousePosition, Vector clickDirection, Vector clickPlaneNormal, float scale)
// pCamera - the camera entity calling this method
// pPlayer - the player who created the mouse event
// pEntity - the entity "hit" by the cursor (if any)
// mouseEvent - one of:
// MOUSE_RELEASED = 0;
// MOUSE_PRESSED = 1;
// MOUSE_DOUBLE_PRESSED = 2;
// MOUSE_DRAGGED = 3;
// MOUSE_POS_CHANGED = 4;
// MOUSE_WHEEL_SCROLLED = 5;
// mouseEventParam - depends on the event:
// if event is MOUSE_WHEEL_SCROLLED, mouseEventParam is the scrollDelta (usually: 1, 2, 3 or -1, -2, -3)
// if event is any other, mouseEventParam is one of:
// MOUSE_BUTTON_LEFT = 0;
// MOUSE_BUTTON_RIGHT = 1;
// MOUSE_BUTTON_MIDDLE = 2;
// screenX - x coordinate of the mouse cursor on screen (from -1 to 1)
// screenY - y coordinate of the mouse cursor on screen (from -1 to 1)
// mousePosition - the position of the mouse cursor in world coordinates
// clickDirection - the direction from the camera origin to the cursor "hit" point, basically: (camera->origin - mousePosition).Normalize()
// clickPlaneNormal - the normal vector of the surface that was hit by the mouse cursor
// scale - if clicked through a portal with scale, this is the final scale (useful for scaling explosions or other visual/physical effects caused by the mouse event), usually this will be 1.0
m_iszASMouseEventCallbackName(string) : "AS Mouse Event Callback Name"
// Signature for AS callback method is: void YourKeyInputCallbackName(CBaseEntity@ pCamera, CBasePlayer@ pPlayer, bool down, KeyCode keycode)
// pCamera - the camera entity calling this method
// pPlayer - the player who created the key input
// down - true if key is pressed, false if key is released
// keycode - identifier of a keyboard key (see https://github.com/ValveSoftware/halflife/blob/master/utils/vgui/include/VGUI_KeyCode.h)
m_iszASKeyInputCallbackName(string) : "AS Key Input Callback Name"
// Sets a player's target name when they use the camera, unsets it, when they stop using it
m_iszOverridePlayerTargetname(string) : "Set Player Targetname"
// Targets to trigger when a player starts or stops using a camera
m_iszTargetWhenPlayerStartsUsing(string) : "Target when player starts using"
m_iszTargetWhenPlayerStopsUsing(string) : "Target when player stops using"
// Target to fire when the camera is turned off (either through trigger or because time ran out)
m_iszTurnedOffTarget(string) : "Target when turned off"
max_player_count(integer) : "Max Players" : 1
max_player_target(string) : "Target: Player tried to use, but Max Players reached"
hud_health(choices) : "HUD: Health and Battery" : 0 =
[
0 : "Show Health and Battery"
1 : "Hide Health and Battery"
]
hud_flashlight(choices) : "HUD: Flashlight" : 0 =
[
0 : "Show Flashlight"
1 : "Hide Flashlight"
]
hud_weapons(choices) : "HUD: Weapons" : 0 =
[
0 : "Show Weapons"
1 : "Hide Weapons"
]
cursor_sprite(sprite) : "Custom Cursor (Sprite)"
]
@SolidClass base(Targetname, ZHLTbmodel) = trigger_cameratarget : "Camera Target"
[
spawnflags(flags) =
[
1: "Invisible" : 0
2: "Start Off" : 0
]
mouse_action_0_0(choices) : "Left Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_0_0(string) : "Left Click Param"
mouse_block_drag_0_0(choices) : "Left Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_0_0(string) : "Left Click Target"
mouse_action_1_0(choices) : "Right Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_1_0(string) : "Right Click Param"
mouse_block_drag_1_0(choices) : "Right Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_1_0(string) : "Right Click Target"
mouse_action_2_0(choices) : "Third Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_2_0(string) : "Third Click Param"
mouse_block_drag_2_0(choices) : "Third Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_2_0(string) : "Third Click Target"
mouse_action_0_1(choices) : "Left Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_0_1(string) : "Left Double Click Param"
mouse_block_drag_0_1(choices) : "Left Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_0_1(string) : "Left Double Click Target"
mouse_action_1_1(choices) : "Right Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_1_1(string) : "Right Double Click Param"
mouse_block_drag_1_1(choices) : "Right Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_1_1(string) : "Right Double Click Target"
mouse_action_2_1(choices) : "Third Double Click Action" : 0 =
[
0 : "No Action"
1 : "Trigger Off"
2 : "Trigger On"
3 : "Trigger Toggle"
4 : "Remove"
5 : "Hurt"
6 : "Heal"
]
mouse_param_2_1(string) : "Third Double Click Param"
mouse_block_drag_2_1(choices) : "Third Double Click Block Drag Repeating Action" : 0 =
[
0 : "No"
1 : "Yes"
]
mouse_target_2_1(string) : "Third Double Click Target"
mouse_digital_action_reset(string) : "Mouse Digital Action Reset Time" : "0"
]
@SolidClass base(Targetname, ZHLTbmodel) = trigger_cdaudio : "Trigger CD Audio"
[
health(choices) : "Track #" : -1 =
[
-1 : "Stop"
1 : "Track 1"
2 : "Track 2"
3 : "Track 3"
4 : "Track 4"
5 : "Track 5"
6 : "Track 6"
7 : "Track 7"
8 : "Track 8"
9 : "Track 9"
10 : "Track 10"
11 : "Track 11"
12 : "Track 12"
13 : "Track 13"
14 : "Track 14"
15 : "Track 15"
16 : "Track 16"
17 : "Track 17"
18 : "Track 18"
19 : "Track 19"
20 : "Track 20"
21 : "Track 21"
22 : "Track 22"
23 : "Track 23"
24 : "Track 24"
25 : "Track 25"
26 : "Track 26"
27 : "Track 27"
28 : "Track 28"
29 : "Track 29"
30 : "Track 30"
]
]
@PointClass base(Targetname, Target, AttackObject) color(128 96 2) = trigger_change_class : "Trigger Change Class" []
@SolidClass base(Targetname, InventoryRules, ZHLTbmodel) = trigger_changelevel : "Trigger Change level"
[
spawnflags(flags) =
[
2: "USE Only" : 0
4: "No CVAR override" : 0
]
map(string) : "New map name"
master(string) : "Master"
keep_inventory(choices) : "Players take inventory to new map" : 1 =
[
0 : "No"
1 : "Yes"
]
percent_of_players(string) : "Percentage of players needed" : "0"
]
@PointClass base(Targetname) color(100 100 200) = trigger_changemaxammo : "Trigger Change Max Ammo"
[
target(target_destination) : "Trigger after fire"
spawnflags(flags) =
[
1 : "All players" : 0
2 : "Remove excess ammo" : 0
4 : "Set ammo to new max" : 0
]
message(choices) : "Ammo name" : "9mm" =
[
"9mm" : "9mm Rounds"
"bolts" : "Crossbow Bolts"
"357" : ".357 Rounds"
"uranium" : "Uranium Ammo"
"Hand Grenade" : "Hand Grenades"
"Hornets" : "Hornets"
"556" : "5.56 Rounds"
"ARgrenades" : "AR Grenades"
"health" : "Health (Medkit Ammo)"
"rockets" : "Rockets"
"Satchel Charge" : "Satchel Charges"
"shock charges" : "Shock Rifle Ammo"
"buckshot" : "Shotgun Ammo"
"m40a1" : "Sniper Rifle Ammo"
"sporeclip" : "Spore Launcher Ammo"
"Snarks" : "Snarks"
"Trip Mine" : "Trip Mines"
]
m_iMaxAmmo(integer) : "Value to use" : 100
m_Mode(choices) : "Change Max Ammo Mode" : 0 =
[
0 : "Set"
1 : "Reset"
2 : "Add"
3 : "Subtract"
]
]
@PointClass base(Targetname, Target) color(140 0 130) = trigger_changemodel : "Trigger Change Model"
[
model(studio) : "New Model Name" : ""
skin(integer) : "Skin" : 0
bodygroup(integer) : "Body Group" : 0
]
@PointClass base(Targetname, Target) color(60 155 30) = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@PointClass base(Targetname) color(160 192 255) = trigger_changesky : "Trigger Change Sky"
[
skyname(string) : "Sky Name"
color(color255) : "Color"
spawnflags(flags) =
[
1 : "All players" : 0
2 : "No clients" : 0
4 : "Update server" : 0
]
]
// Change any entity keyvalue during runtime, allows set, basic arithmetic operations and bitwise logical operations (useful for flags)
@PointClass base(Targetname) color(90 215 60) = trigger_changevalue : "Trigger Change Value"
[
spawnflags(Flags) =
[
// For Vectors:
1 : "Don't use X" : 0
2 : "Don't use Y" : 0
4 : "Don't use Z" : 0
32 : "Invert target value" : 0
64 : "Invert source value" : 0
]
target(target_destination) : "Destination entity"
m_iszValueName(string) : "Destination key"
m_iszNewValue(string) : "Source value"
m_iszValueType(choices) : "Action" : 0 =
[
0 : "Replace (= source)"
1 : "Add (= old + source)"
2 : "Mul (= old * source)"
3 : "Sub (= old - source)"
4 : "Div (= old / source)"
16 : "Pow (= old ^ source)"
12 : "Mod (= old % source)"
5 : "AND (= old & source)"
6 : "OR (= old | source)"
13 : "XOR (= old ^ source)"
7 : "NAND (= !(old & source))"
8 : "NOR (= !(old | source))"
14 : "NXOR (= !(old ^ source))"
11 : "Append (String concatenation)"
17 : "Sin (= sin(source))"
18 : "Cos (= cos(source))"
19 : "Tan (= tan(source))"
23 : "Cot (= cot(source))"
20 : "Arcsin (= arcsin(source))"
21 : "Arccos (= arccos(source))"
22 : "Arctan (= arctan(source))"
24 : "Arccot (= arccot(source))"
]
m_trigonometricBehaviour(choices) : "Trigonometric funcs. I/O" : 0 =
[
0 : "Degrees in (out for arc.)"
1 : "Radian measure in (out for arc.)"
]
m_iAppendSpaces(integer) : "Append spaces (for strings)" : 0
message(target_destination) : "Trigger after action"
]
// Copy value of one entity to another value of another entity
@PointClass base(Targetname) color(60 90 215) = trigger_copyvalue : "Trigger Copy Value"
[
spawnflags(Flags) =
[
// For vectors
1 : "Don't use X" : 0
2 : "Don't use Y" : 0
4 : "Don't use Z" : 0
8 : "Constant" : 0
// Only when "Constant" is on
16 : "Start On" : 0
32 : "Invert target value" : 0
64 : "Invert source value" : 0
128 : "Multiple destinations" : 0
]
netname(target_destination) : "Source entity"
m_iszSrcValueName(string) : "Source key"
target(target_destination) : "Destination entity"
m_iszDstValueName(string) : "Destination key"
m_iszValueType(choices) : "Action" : 0 =
[
0 : "Replace (= source)"
1 : "Add (= old + source)"
2 : "Mul (= old * source)"
3 : "Sub (= old - source)"
4 : "Div (= old / source)"
16 : "Pow (= old ^ source)"
12 : "Mod (= old % source)"
5 : "AND (= old & source)"
6 : "OR (= old | source)"
13 : "XOR (= old ^ source)"
7 : "NAND (= !(old & source))"
8 : "NOR (= !(old | source))"
14 : "NXOR (= !(old ^ source))"
9 : "Direction to Angles"
10 : "Angles to Direction"
11 : "Append (String concatenation)"
17 : "Sin (= sin(source))"
18 : "Cos (= cos(source))"
19 : "Tan (= tan(source))"
23 : "Cot (= cot(source))"
20 : "Arcsin (= arcsin(source))"
21 : "Arccos (= arccos(source))"
22 : "Arctan (= arctan(source))"
24 : "Arccot (= arccot(source))"
]
m_iFloatConversion(choices) : "Float-to-string/-int conversion" : 0 =
[
0 : "6 decimal places (Default)"
1 : "5 d. p., rounded to 5 d. p."
4 : "4 d. p., rounded to 4 d. p."
7 : "3 d. p., rounded to 3 d. p."
10 : "2 d. p., rounded to 2 d. p."
13 : "1 d. p., rounded to 1 d. p."
16 : "Integer, rounded"
17 : "Integer, rounded up"
18 : "Integer, rounded down"
]
m_trigonometricBehaviour(choices) : "Trigonometric funcs. I/O" : 0 =
[
0 : "Degrees in (out for arc.)"
1 : "Radian measure in (out for arc.)"
]
m_iAppendSpaces(integer) : "Append spaces (for strings)" : 0
message(target_destination) : "Trigger after action"
dmg(string) : "Copy-interval (seconds)" : "0.0"
]
// Checks values of entities and triggers if true or false
@PointClass base(Targetname) color(120 180 10) = trigger_condition : "Trigger Condition"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0
// For vectors
2 : "Don't use X (R)" : 0
4 : "Don't use Y (G)" : 0
8 : "Don't use Z (B)" : 0
16 : "Don't use W (A)" : 0
// Check once when fired - do not toggle
32 : "Cyclic; no toggle" : 0
// Forward original activator instead of overwriting it with the trigger_condition's entity id.
// Not done by default, as time that passes till condition is true and trigger_condition fires,
// activator may no longer exist and unwanted behaviour may be exhibited if it is used anyway.
// Hence, you have to explicitly set the forwarding of the activator with this flag in order to
// use it in entities targeted by trigger_condition. Caller is always forwarded.
64 : "Keep '!activator'" : 0
128 : "Ignore initial result" : 0
]
target(target_destination) : "Monitored entity"
m_iszValueName(string) : "Monitored key"
m_iszSourceName(target_destination) : "Compare-entity"
m_iszSourceKey(string) : "Compare-key"
m_iszCheckValue(string) : "Compare-value (alternative)"
m_iCheckType(choices) : "Comparator; mon. val. -> comp.-val." : 0 =
[
// Ent keyvalue equals mappers value
0 : "== (Equal)"
// Ent keyvalue does not equal mappers value
1 : "!= (Not equal)"
// Ent keyvalue is smaller than mappers value
2 : "< (Less)"
// Ent keyvalue is greater than mappers value
3 : "> (Greater)"
// Ent keyvalue is less than or equal to mappers value
4 : "<= (Less or equal)"
// Ent keyvalue is greater than or equal to mappers value
5 : ">= (Greater or equal)"
// (Ent keyvalue & mappers value) does not equal 0 (Flag check)
6 : "& (Logical AND)"
]
netname(string) : "Target for 'true'-case"
message(string) : "Target for 'false'-case"
m_iCheckBehaviour(choices) : "Constant mode trigger behaviour" : 0 =
[
0 : "Fire true/false alternatingly"
1 : "Only wait after false"
2 : "Only wait after true"
3 : "Always fire for both"
]
// 0.0 means to check every frame
m_fCheckInterval(string) : "Check-interval (seconds)" : "0.1"
]
@SolidClass base(Trigger, Targetname, ZHLTbmodel) color(238 240 238) = trigger_counter : "Trigger Counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
master(string) : "Master"
count(integer) : "Count before activation" : 2
]
@PointClass base(Targetname, Targetx) color(255 2 0) = trigger_createentity : "Create Entity"
[
m_iszCrtEntChildClass(string) : "Child Classname"
m_iszCrtEntChildName(string) : "Child Targetname"
]
@PointClass base(Targetname, Target) size(-8 -8 -8, 8 8 8) color(100 100 128) = trigger_cyclicobserver : "Controls observer cyclic mode"
[
m_Mode(choices) : "Mode to use" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@PointClass base(Targetname, Target) color(60 90 215) = trigger_effect : "Trigger Effect"
[
spawnflags(flags) =
[
1 : "Start on" : 0
]
effect_glow_mode(choices) : "Glow shell mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_glow(color255) : "Glow shell color (R G B)" : "0 0 0"
effect_block_weapons_mode(choices) : "Block weapons" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_invulnerable_mode(choices) : "Invulnerable" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_invisible_mode(choices) : "Invisible" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_nonsolid_mode(choices) : "Non-solid" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_respiration_mode(choices) : "Time before drown mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_respiration(string) : "Time before drown (seconds)" : "0.0"
effect_friction_mode(choices) : "Friction modifier mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_friction(string) : "Friction modifier (%)" : "0.0"
effect_gravity_mode(choices) : "Gravity modifier mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_gravity(string) : "Gravity modifier (%)" : "0.0"
effect_speed_mode(choices) : "Speed modifier mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_speed(string) : "Speed modifier (%)" : "0.0"
effect_damage_mode(choices) : "Damage modifier mode" : 0 =
[
0 : "No change"
1 : "Add"
2 : "Subtract"
]
effect_damage(string) : "Damage modifier (%)" : "0.0"
]
@PointClass base(Targetname) size(-12 -12 -12, 12 12 12) color(255 255 0) = trigger_entity_iterator : "Entity Iterator"
[
name_filter(target_destination) : "Filter Entities by Name"
classname_filter(string) : "Filter Entities by Classname"
status_filter(choices) : "Filter Entities by Status" : 0 =
[
0 : "No Filter (default)"
1 : "Only Living Entities"
2 : "Only Dead Entities"
]
delay_between_triggers(string) : "Delay between Entities (secs)" : "0.0"
target(target_destination) : "Entity's Trigger Target"
triggerstate(choices) : "Entity's Trigger State" : 2 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
run_mode(choices) : "Run Mode" : 0 =
[
0 : "Run Once"
1 : "Run Once; Multi-threaded"
2 : "Toggle On/Off"
]
trigger_after_run(target_destination) : "Trigger at end of each Run"
maximum_runs(integer) : "Maximum Runs (0 for unlimited)" : 0
delay_between_runs(string) : "Delay before Restarting (secs)" : "0.5"
]
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname, Target, InventoryRules, ZHLTbmodel) = trigger_hurt : "Trigger Hurt"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16: "FireClientOnly" : 0
32: "TouchClientOnly" : 0
64: "Affect non-moving NPC's": 0
]
master(string) : "Master"
dmg(integer) : "Damage" : 10
delay(string) : "Delay before trigger" : "0"
damagetype(choices) : "Damage Type" : 0 =
[
0 : "GENERIC"
1 : "CRUSH"
2 : "BULLET"
4 : "SLASH"
8 : "BURN"
16 : "FREEZE"
32 : "FALL"
64 : "BLAST"
128 : "CLUB"
256 : "SHOCK"
512 : "SONIC"
1024 : "ENERGYBEAM"
16384 : "DROWN"
32768 : "PARALYSE"
65536 : "NERVEGAS"
131072 : "POISON"
262144 : "RADIATION"
524288 : "DROWNRECOVER"
1048576 : "CHEMICAL"
2097152 : "SLOWBURN"
4194304 : "SLOWFREEZE"
]
]
@PointClass base(Targetname, Target) = trigger_hurt_remote : "Trigger Hurt (non-touch)"
[
spawnflags(Flags) =
[
1 : "Instant Kill" : 0
2 : "Constant" : 0
4 : "Start On" : 0
8 : "Do Armor" : 0
]
targetclass(string) : "Target Class" : ""
dmg(integer) : "Damage" : 10
armordmg(integer) : "Armor Damage" : 0
delay(string) : "Delay (Only when Constant)" : "1"
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"
]
]
@PointClass base(Targetname) = trigger_load : "Custom Load Data"
[
m_iszLevelName(string) : "Alternate Level Save File"
netname(string) : "Label to read from"
target(string) : "Destination Entity"
message(string) : "Destination Keyvalue"
m_iszTrigger(String) : "Trigger after loading"
]
@PointClass base(Targetname, Angles) = trigger_lookat : "Forces one Ent to look at another Ent"
[
spawnflags(Flags) =
[
1 : "Start On" : 0
2 : "Set Once" : 0
]
target(string) : "Target"
message(string) : "Entity to look at"
]
@SolidClass base(Angles, ZHLTbmodel) = trigger_monsterjump : "Trigger monster jump"
[
master(string) : "Master"
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 10
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) color(0 0 200) = trigger_numericdisplay : "Numeric Display"
[
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Cyclic" : 0
4 : "Ignore leading zeroes" : 0
8 : "Zero as leading" : 0
]
target(target_destination) : "Entity to track"
netname(string) : "Key to read"
message(string) : "Base digit name" //Digit names are base_digit_name%u, where %u is 1-10
frags(string) : "Update delay" : "0.1" //Delay, in seconds, between digit updates
]
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
8: "No Clients" : 0
16: "No Monsters" : 0
64: "Force push (deprecated, see 'Mode of push')" : 0
]
speed(integer) : "Speed of push" : 40
pushmode(choices) : "Mode of push" : 0 =
[
0 : "Regular (base velocity)"
1 : "Forced (minimum velocity)"
2 : "Forced (exact velocity)"
]
]
@BaseClass base(Targetname) = BaseRandom
[
target_count(integer) : "Target Count" : 4
target1(target_destination) : "Target 1"
target2(target_destination) : "Target 2"
target3(target_destination) : "Target 3"
target4(target_destination) : "Target 4"
target5(target_destination) : "Target 5"
target6(target_destination) : "Target 6"
target7(target_destination) : "Target 7"
target8(target_destination) : "Target 8"
target9(target_destination) : "Target 9"
target10(target_destination) : "Target 10"
target11(target_destination) : "Target 11"
target12(target_destination) : "Target 12"
target13(target_destination) : "Target 13"
target14(target_destination) : "Target 14"
target15(target_destination) : "Target 15"
target16(target_destination) : "Target 16"
]
@PointClass base(BaseRandom) color(255 230 150) = trigger_random : "Trigger Random"
[
spawnflags(Flags) =
[
1 : "Start On (Timed only)" : 0
2 : "Trigger Once (Timed only)" : 0
4 : "Reusable (Unique only)" : 0
8 : "Timed" : 0
16 : "Unique" : 0
]
min_delay(string) : "Minimum Delay (0 = off)" : "3.0"
max_delay(string) : "Maximum Delay (0 = off)" : "7.0"
]
//Obsolete: use trigger_random with Timed flag
@PointClass base(trigger_random) color(135 205 255) = trigger_random_time : "Trigger Random Time"
[
]
//Obsolete: use trigger_ranom with Random flag
// Unique Trigger Random. Randomly selects an unused trigger.
@PointClass base(BaseRandom) color(225 170 70) = trigger_random_unique : "Trigger Random Unique"
[
spawnflags(Flags) =
[
1 : "Re-usable" : 0
]
]
@PointClass base(Targetname, Targetx) color(165 30 165) = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
// Forward original activator instead of overwriting it with the trigger_relay's entity id.
// Not done by default, as time that passes till relay is true and trigger_relay fires,
// activator may no longer exist and unwanted behaviour may be exhibited if it is used anyway.
// Hence, you have to explicitly set the forwarding of the activator with this flag in order to
// use it in entities targeted by trigger_relay.
64 : "Keep '!activator'" : 0
]
triggerstate(choices) : "Trigger State" : 2 =
[
0: "Off"
1: "On"
// Set and Toggle are actually the wrong way around numerically, keeping as is for BC
3: "Set"
2: "Toggle"
4: "Kill"
]
triggervalue(string) : "Trigger Value (a number for Set state)" : ""
m_flDelayBeforeReset(string) : "Delay Before Reset" : "0"
]
// Giving mappers the ability to set the triggering player's targetname
@PointClass base(Targetname) color(192 255 128) = trigger_renameplayer : "Trigger Player Target"
[
spawnflags(Flags) =
[
// If set, trigger_playertarget won't remove itself after being used.
1 : "Reusable" : 0
]
netname(String) : "New Player Targetname"
]
// Respawn all players without affecting the current player status, like health and weapons
@PointClass base(Targetname, Target) size(-16 -16 -16, 16 16 16) color(255 64 2) = trigger_respawn : "Trigger Respawn"
[
spawnflags(Flags) =
[
// Respawn target entity instead of all players.
1 : "Respawn Target" : 0
2 : "Respawn dead players" : 0
4 : "Don't move living players" : 0
]
]
@PointClass base(Targetname) = trigger_save : "Custom Save Data"
[
netname(string) : "Label to store in"
target(string) : "Source Entity"
message(string) : "Source Keyvalue"
m_iszTrigger(String) : "Trigger after saving"
]
@PointClass base(Targetname, Targetx) = trigger_script : "Loads a script and executes a script function on trigger"
[
m_iszScriptFile(string) : "Script to load"
m_iszScriptFunctionName(string) : "Function to execute on trigger"
m_flThinkDelta(string) : "Time between thinks"
m_iMode(choices) : "Mode" : 1 =
[
1 : "Trigger"
2 : "Think"
]
spawnflags(flags) =
[
1 : "Start on" : 0
2 : "Self '!activator' (trigger mode)" : 0
4 : "Self '!caller' (trigger mode)" : 0
64 : "Keep '!activator' (think mode)" : 0
]
]
@PointClass base(Targetname) color(40 200 150) = trigger_setcvar : "Sets a CVAR"
[
//spawnflags(Flags) =
//[
// 1 : "Set silently" : 0 // Unimplemented!
//]
m_iszCVarToChange(choices) : "CVAR (only these are allowed)" : "mp_allowmonsterinfo" =
[
"mp_allowmonsterinfo": "mp_allowmonsterinfo"
"mp_allowplayerinfo": "mp_allowplayerinfo"
"mp_ammo_droprules": "mp_ammo_droprules"
"mp_ammo_respawndelay": "mp_ammo_respawndelay"
"mp_banana": "mp_banana"
"mp_barnacle_paralyze": "mp_barnacle_paralyze"
"mp_disable_autoclimb": "mp_disable_autoclimb"
"mp_disable_medkit_points": "mp_disable_medkit_points"
"mp_disable_pcbalancing": "mp_disable_pcbalancing"
"mp_disable_player_rappel": "mp_disable_player_rappel"
"mp_disablegaussjump": "mp_disablegaussjump"
"mp_dropweapons": "mp_dropweapons"
"mp_falldamage": "mp_falldamage"
"mp_flashlight": "mp_flashlight"
"mp_footsteps": "mp_footsteps"
"mp_forcerespawn": "mp_forcerespawn"
"mp_fraglimit": "mp_fraglimit"
"mp_grapple_mode": "mp_grapple_mode"
"mp_hevsuit_voice": "mp_hevsuit_voice"
"mp_item_respawndelay": "mp_item_respawndelay"
"mp_monsterpoints": "mp_monsterpoints"
"mp_multiplespawn": "mp_multiplespawn"
"mp_no_akimbo_uzis": "mp_no_akimbo_uzis"
"mp_noblastgibs": "mp_noblastgibs"
"mp_nomedkit": "mp_nomedkit"
"mp_npckill": "mp_npckill"
"mp_observer_cyclic": "mp_observer_cyclic"
"mp_observer_mode": "mp_observer_mode"
"mp_pcbalancing_factorlist": "mp_pcbalancing_factorlist"
"mp_respawndelay": "mp_respawndelay"
"mp_suitpower": "mp_suitpower"
"mp_survival_nextmap": "mp_survival_nextmap"
"mp_survival_startdelay": "mp_survival_startdelay"
"mp_survival_starton": "mp_survival_starton"
"mp_survival_supported": "mp_survival_supported"
"mp_survival_voteallow": "mp_survival_voteallow"
"mp_telefrag": "mp_telefrag"
"mp_timelimit": "mp_timelimit"
"mp_weapon_droprules": "mp_weapon_droprules"
"mp_weapon_respawndelay": "mp_weapon_respawndelay"
"mp_weaponstay": "mp_weaponstay"
"npc_dropweapons": "npc_dropweapons"
"skill": "skill"
"sk_": "sk_* (see skill.cfg)"
"sv_accelerate": "sv_accelerate"
"sv_ai_enemy_detection_mode": "sv_ai_enemy_detection_mode"
"sv_airaccelerate": "sv_airaccelerate"
"sv_friction": "sv_friction"
"sv_gravity": "sv_gravity"
"sv_maxspeed": "sv_maxspeed"
"sv_maxvelocity": "sv_maxvelocity"
"sv_wateraccelerate": "sv_wateraccelerate"
"sv_waterfriction": "sv_waterfriction"
]
message(string) : "New Value"
netname(target_destination) : "Trigger after set"
SetType(choices) : "Which CVARs to set" : 0 =
[
0 : "All"
1 : "Engine"
2 : "Angelscript"
]
]
// Set the origin of an entity dynamically
@PointClass base(Targetname, Target) color(64 255 96) size(-8 -8 -8, 8 8 8) = trigger_setorigin : "Trigger Set Origin"
[
spawnflags(flags) =
[
// Will constantly update position if set.
1: "Constant" : 0
// Trigger_setorigin entity will be removed after firing.
4: "Set Once" : 0
// Save the offset between the Target entity and the Copy pointer, apply offset when updating the Target entity's position
// Requires "Constant" flag
8: "Lock Offsets" : 0
16: "Copy X Angle" : 0
32: "Copy Y Angle" : 0
64: "Copy Z Angle" : 0
128: "Copy X Axis" : 1
256: "Copy Y Axis" : 1
512: "Copy Z Axis" : 1
// If you're using the Constant flag, check this box to NOT move the origin of the entity or set the angles initially.
// If you're not using the Constant flag, make sure this isn't enabled or trigger_setorigin won't do anything.
//
// This allows the "Constant" + "offset difference" combination to work as intended from the entity's original location.
//
// You would leave this off if you needed to move the entity to an initial position before having it follow another entity.
// (If this isn't set, trigger_setorigin will move the entity to it's copypointer's origin before doing the offset difference calculation)
1024: "Skip Initial Set" : 0
]
//The entity we wish to copy coordinates/angles from
copypointer(string) : "Copy Pointer"
//Manual Offset to copied coordinates
offset(string) : "Position Offset (X Y Z)" : "0 0 0"
//Applied once on first use
//After first use - Applied if "constant" flag is checked, and for each "Copy [x, y, z] Angle" checked.
angleoffset(string) : "Angle Offset (X Y Z)" : "0 0 0"
invert_x(choices) : "Invert X Angle" : 0 =
[
0 : "No"
1 : "Yes"
]
invert_y(choices) : "Invert Y Angle" : 0 =
[
0 : "No"
1 : "Yes"
]
invert_z(choices) : "Invert Z Angle" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger Teleport"
[
spawnflags(flags) =
[
64: "Random Destination" : 0
128: "Relative Teleport" : 0
256: "Keep Angles" : 0
512: "Keep velocity" : 0
1024: "Rotate (Dest Angles)" : 0
// Hammer will not save a spawn flag beyond 2048... (and 2048 is engine reserved)
// 4096: "Start Inactive" : 0
// 8192: "Ignore Delays" : 0
// Their respective properties below will add the flag when the entity is created instead
]
teleport_cooldown(string) : "Teleport Cooldown Delay" : "1"
teleport_ignore_delay(choices) : "Ignore Delays" : 0 =
[
0 : "No"
1 : "Yes"
]
teleport_start_inactive(choices) : "Start Inactive" : 0 =
[
0 : "No"
1 : "Yes"
]
teleport_if_blocked(choices) : "Teleport If Blocked" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname, Target) color(255 220 28) = trigger_track_goal : "Trigger Track Goal"
[
spawnflags(Flags) =
[
// Only functions if train is not moving.
1 : "Stopped Only" : 0
2 : "Don't move if no path available" : 0
]
// Where the train wants to stop at.
path_name(string) : "Path Name"
m_iszSoundNoPath(sound) : "Sound to play if no path is available"
]
// Gives mapper ability to start custom votes
@PointClass base(Targetname) color(32 138 255) = trigger_vote : "Trigger Vote"
[
message(String) : "Vote Message"
frags(integer) : "Time To Vote (Seconds)" : 90
health(integer) : "Percentage needed" : 50
target(String) : "Yes Target"
netname(String) : "No Target"
noise(String) : "No Vote Target"
m_iszYesString(string) : "Yes string (optional)"
m_iszNoString(string) : "No string (optional)"
]
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_357.mdl") = weapon_357 : "357 Handgun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_9mmAR.mdl") = weapon_9mmAR : "9mm Assault Rifle" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_9mmhandgun.mdl") = weapon_9mmhandgun : "9mm Handgun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_crossbow.mdl") = weapon_crossbow : "Crossbow"
[
sequence(choices) : "Placement" : 0 =
[
0 : "Normal (flat)"
1 : "Realistic (tilted)"
]
]
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_crowbar.mdl") = weapon_crowbar : "Crowbar" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_displacer.mdl") = weapon_displacer : "Displacer"
[
spawnflags(flags) =
[
64: "Random Destination" : 0
128: "Rotate (Dest Angles)" : 0
256: "Keep Angles" : 0
512: "Keep velocity" : 0
4096 : "Ignore delay" : 0
]
m_TertiaryMode(choices) : "Tertiary fire mode" : 0 =
[
0 : "Default (weaponmode_displacer)"
1 : "Disable"
2 : "Enable"
]
m_flPortalSpeed(string) : "Portal Speed"
m_flPortalRadius(string) : "Portal Radius"
m_iszTeleportDestination(target_destination) : "Teleport destination"
m_flPrimaryAmmoNeeded(string) : "Ammo needed/used to fire primary"
m_flSecondaryAmmoNeeded(string) : "Ammo needed/used to fire secondary"
m_flTertiaryAmmoNeeded(string) : "Ammo needed/used to fire tertiary"
]
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_desert_eagle.mdl") = weapon_eagle : "Desert Eagle" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_egon.mdl") = weapon_egon : "Egon Gun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_gauss.mdl") = weapon_gauss : "Gauss Gun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_bgrap.mdl") = weapon_grapple : "Barnacle Grapple" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_grenade.mdl") = weapon_handgrenade : "Hand Grenade" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_hgun.mdl") = weapon_hornetgun : "Hornet Gun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_m16.mdl") = weapon_m16 : "M16" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_saw.mdl") = weapon_m249 : "M249 SAW" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_pmedkit.mdl") = weapon_medkit : "Medkit" []
@PointClass base(Weapon, Targetx) studio("models/w_minigun.mdl") = weapon_minigun : "Minigun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_pipe_wrench.mdl") = weapon_pipewrench : "Wrench" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_rpg.mdl") = weapon_rpg : "RPG" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_satchel.mdl") = weapon_satchel : "Satchel Charge" []
@PointClass base(Weapon, Targetx) studio("models/w_shock_rifle.mdl") = weapon_shockrifle : "Shock Rifle" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_shotgun.mdl") = weapon_shotgun : "Shotgun" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_sqknest.mdl") = weapon_snark : "Squeak Grenade" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_m40a1.mdl") = weapon_sniperrifle : "Sniper Rifle" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_spore_launcher.mdl") = weapon_sporelauncher : "Spore Launcher" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/vhe-models/w_tripmine_hammer.mdl") = weapon_tripmine : "Tripmine" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_uzi.mdl") = weapon_uzi : "Single UZI (2 UZIs for Akimbo)" []
@PointClass base(Weapon, Targetx, ExclusiveHold) studio("models/w_2uzis.mdl") = weapon_uziakimbo : "Akimbo UZIs" []
@PointClass base(Item, CustomRespawnDelay) studio("models/w_weaponbox.mdl") = weaponbox : "Weapon/Ammo Container"
[
bullet9mm(integer) : "Packed 9mm rounds"
bullet357(integer) : "Packed 357 rounds"
buckshot(integer) : "Packed shotgun shells"
bolts(integer) : "Packed crossbow bolts"
bullet556(integer) : "Packed 5.56mm rounds"
ARgrenades(integer) : "Packed assault rifle grenades"
rockets(integer) : "Packed rockets"
uranium(integer) : "Packed gauss charges"
handgrenade(integer) : "Packed hand grenades"
satchelcharge(integer) : "Packed satchels"
tripmine(integer) : "Packed trip mines"
Snarks(integer) : "Packed snarks"
m40a1(integer) : "Packed 7.62mm rounds"
sporeclip(integer) : "Packed spores"
]
@PointClass base(Targetname, RenderFields, Angles) size(-8 -8 0, 8 8 32 ) studio("models/hair.mdl") = xen_hair : "Xen Hair"
[
spawnflags(Flags) =
[
1 : "Sync Movement" : 0
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
]
]
@PointClass base(Targetname, Target, RenderFields, Angles, AttackObject) size(-48 -48 0, 48 48 32 ) studio("models/light.mdl") = xen_plantlight : "Xen Plant Light"
[
spawnflags(Flags) =
[
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
]
]
@PointClass base(Targetname, RenderFields, Angles) size(-90 -90 0, 90 90 220 ) studio("models/fungus(large).mdl") = xen_spore_large : "Xen Spore (large)"
[
spawnflags(Flags) =
[
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
8 : "Non Solid" : 0
]
]
@PointClass base(Targetname, RenderFields, Angles) size(-40 -40 0, 40 40 120 ) studio("models/fungus.mdl") = xen_spore_medium : "Xen Spore (medium)"
[
spawnflags(Flags) =
[
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
8 : "Non Solid" : 0
]
]
@PointClass base(Targetname, RenderFields, Angles) size(-16 -16 0, 16 16 64 ) studio("models/fungus(small).mdl") = xen_spore_small : "Xen Spore (small)"
[
spawnflags(Flags) =
[
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
8 : "Non Solid" : 0
]
]
@PointClass base(Targetname, RenderFields, Angles) size(-24 -24 0, 24 24 188 ) studio("models/tree.mdl") = xen_tree : "Xen Tree"
[
spawnflags(Flags) =
[
2 : "Drop To Ground" : 0
4 : "Face Randomly" : 0
8 : "Non Solid" : 0
]
]