mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
75f142e18a
* Add trigger_teleport landmark
3101 lines
94 KiB
Plaintext
3101 lines
94 KiB
Plaintext
// -----------------------------------------------------------------------
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// Counter-Strike game definition file (.fgd)
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// Version 0.9.0.0
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// Valve Hammer Editor >= 3.5
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// Last update: September 25th, 2016
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// -----------------------------------------------------------------------
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// Based on FGD 0.8.0.0 by Dmitrich!
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//
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// Full compatibility with https://github.com/s1lentq/ReGameDLL_CS
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// -----------------------------------------------------------------------
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// September 25th, 2016 - s1lent (0.9.0.0)
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// - Removed xen entities.
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// - Added iconsprite for entity game_zone_player
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// - Added new spawnflags for trigger_auto, trigger_once, func_door
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// -----------------------------------------------------------------------
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//
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//
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//
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//
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//
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//
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// --------------------------------------------------------------------------------
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// HISTORY CHANGELOG
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// --------------------------------------------------------------------------------
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// February 21, 2004 - Dmitrich! (0.8.0.0)
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// - updated properties of info_compile_parameters (now supports all features of ZHLT 2.5.3-1.7)
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// - added info_texlights entity (supported by ZHLT 2.5.3-1.7)
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// - updated with studio() references to enable model display
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// in 3D view in Hammer 3.5b (entities: cycler, cycler_sprite)
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// - added @BaseClass = Sequence (for model animation support)
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// - added style parameter to func_wall (texlights on func_wall can now
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// pulse, flicker, and switch on and off. Works only with ZHLT 2.5.3-1.7 & above).
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// -----------------------------------------------------------------------
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// June 15, 2003 - tommy (0.7.9.2e)
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// - Added flag 2 to trigger_multiple for no player activation for soccer maps.
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// - Style property commented out for triggers, seems to serve no purpose.
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// - Added light style 12 underwater weird - buggy. not really a light source.
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// - Added to func_pushable choice 2, breakable by player touch - buggy
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// -----------------------------------------------------------------------
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// January 21st, 2003 - KeshTath (0.7.9.2)
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// - Added weapon_shieldgun to game_player_equip.
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// - Added weapon_galil to game_player_equip.
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// - Added weapon_famas to game_player_equip.
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// NOTE: You cannot add any of the new weapons to the armoury_entity, They did not
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// put in any code to allow you to add the UMP, SG550 or any of the new 1.6 weapons.
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//-----------------------------------------------------------------------
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// Oct 7th, 2002 - tommy (0.7.8.1)
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// added Lauries new entity properties for switchable texture lighting
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//------------------------------------------------------------------------------
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// Aug 19th, 2002 - tommy (0.7.8enhanced)
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// - fixed env_blood choices
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// -----------------------------------------------------------------------------
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// Aug 11th, 2002 - tommy (0.7.8enhanced)
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// - added editing sprites for: monster_cycler, cycler_wreckage, env_beam, env_blood, env_explosion
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// env_glow, env_fade, env_laser, env_render, env_sprite, env_smoke, gibshooter, path_track, path_corner.
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// --------------------------------------------------------------------------------
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// Aug 2nd, 2002 - tommy (0.7.8enhanced)
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// - added sound choices to base trigger copied from button sound choices.
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// - added body choice for use with scientist.mdl to hostage entity.
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// - added sequence(string) to cycler_sprite to give control over model animations.
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// - fixed some comment errors, also modified and added more to some entitys.
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// --------------------------------------------------------------------------------
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// April 29th, 2002 - tommy (0.7.8enhanced)
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// - added notes on various entitys and choices from Lauri of Spirit of HL and from Waldo's
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// various notes on DoD and CS fgds, as well as my own.
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// - Removed renderfield string codes and replaced them with "Renderfields"
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// baseclasses for cycler_wreckage,
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// - env_fog upgraded to the choices/abilities other mods use, in case CS upgrades to full fog someday.
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// - added property of "shade"(_diffuse_light) to light enviornment for adam foster's hack of HLRAD, so that
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// shadows can be given a specific color.
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// - added skins for "water" (-3), "slime" (-4), "lava" (-5) and "make ladder" (-16) to func_illusionary
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// - added spawnflags "only trigger" (1) and "pressure" (4) to func_pushable as other ways to break it.
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// - gave func_train ALL the same skins as func_illusionary & func_water, even though the skins work oddly for a train.
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// - added skins "empty" (-1) and "ladder" (-16) to func_water. note "ladder" only works with non ! textures.
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//-----------------------------------------------------------------------
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// April 7th, 2002 - fjl (0.7.8)
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// - Global baseclass is a single player map option. The following baseclasses and
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// entities listed could support it so I added it to them.
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// BASECLASSES: Breakable, door, Basetank and Trackchange
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// SOLID ENTITIES func_button, func_conveyor, func_pendulum, func_plat,
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// func_rot_button, func_rotating, func_tracktrain, func_train and func_wall
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// - Added Master(string) to Basetank baseclass.
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// - Removed renderfield string codes and replaced them with "Renderfields"
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// baseclasses for cycle, cycler_sprite & button_target.
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// - Added the Appearflags("Not in Deathmatch") option to these listed entities and
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// baseclasses that where missing that parameter.
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// BASECLASSES: playerclass, door
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// ENTITIES: func_friction, func_pendulum, func_wall, infodecal
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// - Gave func_breakable the ability to spawn a battery, healthkit or shotgun
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// shells upon breaking. This options works a bit buggy since the spawned items
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// will continue to respawn on its own after its been picked up. If the
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// func_breakable is given a name, it will have the same effect as a
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// MonsterMaker by spawning the object each time its triggered.
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// Use this option wisely or only for single player maps.
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// - Added missing ZHLT options to func_friction.
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// - Added the "Instant Crowbar" flag to func_pushable. Not that this option is
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// usable for this mod, but I added it so whoever does the next Half-Life FGD
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// update, realizes that it supports that option.
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// - Added missing Renderfields baseclass to func_rot_button.
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// - Changed func_rotate to default to a speed of 50 instead of 0.
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// - Added item_healthkit to game_player_equip.
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// - Added ammo for the M249 Para on game_player_equip. Thanks to [B.o.G]doom for
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// this information.
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// - Added some extra information to the game_player_equip entity.
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// - Added character limit number for the "game_text" entity on its message string.
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// - Added "Renderfields" baseclass to hostage_entity. This allows the option for
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// hostages to be transparent, distorted, flickering or any of those other effects.
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// - Added "Renderfields" baseclass to item_healthkit, item_longjump and item_battery.
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// - Fixed light_spot bug where its default color was yellow instead of white.
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// - Gave Light_Environment the "Initially Dark" flag.
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// - Added "Appearance" effects to light_environment. This allows light_environment
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// to have the strobe and flicker light effects just incase you want to give
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// players an epileptic seizure while they play your map :)
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// Appearance's effect will not work if light_environment is given a name.
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// - Added "Custom Appearance" to light_environment. This option does require the
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// entity to have a name for it to work.
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// - Added the "target" field to light_environment. Add the light_environment
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// entity, and in the target field, add the name of its target(another entity).
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// Light_environment will now emit light in that direction from all sky brushes.
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// This should save time from trying to figure out the annoying angles and pitches.
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// - Added monster_scientist entity. Works the same as hostage_entity except that
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// it uses the scientist model. The scientist type(luther, einstein, etc.) is
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// also selectable. While it is possible to change hostage_entity into the
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// scientist model, a specific scientist type is not selectable.
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// Only monster_scientist has that option, which is why I added it.
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// - Added the sprite color to the multisource and multi_manager entities so they
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// are the same as Half-Life's FGD.
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// - Added "Global State Master" to trigger_auto.
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// - Fixed bug on trigger_counter, where field options repeated themselves.
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// This same bug seems to be plaguing all the other FGD's. Whoever plans to
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// updates those other FGD files should take note of it.
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// - Added "Level Fade In" and "CD track to play" to WorldSpawn. These options
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// should only be used for single player maps.
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// - Changed the baseclass name, zhltlightflags to ZHLT.
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// - Rearranged some of the entities code so that the most common fields and
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// options come before the other options. It was annoying having to scroll to
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// the bottom just to find out what some of them trigger or what their names are.
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// The Name of the entity should always come first and the other important
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// options right after. Something in the fashion listed below, that is, if they
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// contain those fields.
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// ------------------------
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// Name
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// Global Entity Name
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// Master
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// Target
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// Trigger delay
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// Pitch Yaw Roll (X Y Z)
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// Render FX
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// Render Mode
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// FX Amount(1 - 255)
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// FX Color (R G B)
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// Light Flags (ZHLT 2.2+)
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// Light Origin (ZHLT 2.2+)
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// ------------------------
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// Not all of them are exactly in this order since that would require re-writing
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// the whole FGD file, but I did manage to rearrange them to some extent for the
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// following baseclasses and entities listed below.
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// BASECLASSES: breakable, gibshooterbase and trigger
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// ENTITIES: env_sprite, func_button, func_door_rotating, func_pendulum,
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// func_platrot, func_rot_button, func_rotating, func_tracktrain, func_vehicle,
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// game_counter, game_counter_set, game_player_hurt, game_player_team,
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// info_teleport_destination, light, momentary_rot_button, path_track,
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// trigger_camera, trigger_changetarget, trigger_counter, trigger_hurt entities
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// and xen entities
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// - In order to help with the rearranging of the fields(read previous sentence), I
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// had to create a Master Baseclass. These are the following baseclasses and
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// entities that I removed the Master string from their code and replaced it with
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// the Master baseclass.
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// BASECLASSES: door and trigger
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// ENTITIES: game_counter, game_counter_set, game_score, game_team_master,
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// game_text, game_zone_player, trigger_hurt, func_button, func_rot_button,
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// button_target and momentary_rot_button
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// - Added some extra information to Basetank baseclass and func_rot_button entity.
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// - Put line codes for trigger_gravity, func_wall, func_wall_toggle and func_water
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// entities in alphabetical order.
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// - Added some extra info to the previous update list and fixed some spelling errors.
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// - Updated once again, "cs_fgd_readme.txt" and "INSTALL.TxT"
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// -----------------------------------------------------------------------
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// March 16th, 2002 - fjl (0.7.7)
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// - Added the "New Level Unit" Option on WorldSpawn.
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// - Added "weapon" baseclass.
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// - Added "Appearflags" baseclass.
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// - Added "Global" baseclass.
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// - Changed ZHLT _fade option to default to 1.0 instead of 0
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// - Changed ZHLT _falloff option to have a choice of "default," "linear," and "square."
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// - Removed the zhlt_lightflags choices from the "breakable" baseclass. It didn't need it.
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// - Added "Opaque + Concave Fix" to zhlt_lightflags.
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// - Changed IS NOT LOOPED to NOT TOGGLED on ambient_generic
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// - Removed ZHLT from func_wall_toggle. It caused ZHLT options to repeat.
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// - Added a Targetname and ZHLT _fade and _falloff options to light_environment.
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// - Changed light_environment so it defaults to an angle of 270 and pitch of -90.
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// Similar to high noon sunlight.
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// - Added the ZHLT _fade and _falloff options for light_spot.
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// - Changed all light entities to start with a white brightness(255 255 255 200)
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// instead of the annoying yellow color(255 255 128 200).
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// - Added "Angular Velocity" to func_train. Angle does not reset with a new round.
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// Hopefully VALVe will fix this in the future.
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// - Changed trigger_gravity to display "Gravity (0.0-1)" instead of "Gravity (0-1)"
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// - Added cycler entity.
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// - Added cycler_wreckage. Seems its just a big smoke sprite used for machine wrecks
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// so I edited it to not show the targetted sprite by default. If it does show the
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// sprite, it will simply look like a sprite stuck inside the smoke stack. It was
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// best to make it invisible. If a bigger sprite is used like say 320hud1.spr there
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// will be a more spread out smoke stack. Bigger sprite = wider smoke stack.
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// - Added env_fade.
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// - Added env_fog in hopes to get VALVe to implement it for this mod and make it
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// compatible for software and direct3d modes. Currently doesn't work with
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// Counter-Strike version 1.3
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// LIMITATIONS:
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// Currently (as of Half-Life 1.1.0.8), objects outside of the 100% opacity range
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// are still drawn and still contribute to the overall polygon count. This entity is
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// still quite under development.
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// The fog is only drawn in OpenGL mode. This means users who are viewing the level
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// in Software or Direct3D rendering will not see the fog. For this reason, if you
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// plan on releasing your map publicly, the env_fog entity should not be used as it
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// will put OpenGL users at a disadvantage.
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// - Added func_guntarget.
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// - Added func_recharge and func_healthcharger. Currently the dmdelay,
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// "Deathmatch recharge delay" does not work with CS 1.3. Hopefully
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// this will be fixed in the future.
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// - Added func_tanklaser
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// - Removed func_tankrocket seeing as how CS cannot support the rocket entity.
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// - Added all missing weapons for game_player_equip plus added item_longjump &
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// item_battery including all weapon ammo. Almost did a complete re-write to this
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// entity to make it alot easier to use. I just can't figure out nightvision goggles
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// and ammo for the para. If you figure it out, please contact me. I would advice
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// using this item to give players the longjump or the battery wisely. Those items
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// do not magically dissapear like all the others. They will remain even after
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// a round ends. Also, You can't give all weapons and items at one time. SO DON'T TRY!
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// - Added gibshooter entity.
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// - Added item_longjump, item_battery and item_healthkit entities. These respawn
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// like in HL deathmatch. They might be a bit buggy though.
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// - Added xen entities.
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// - Rearranged the update list so the latest additions are on top.
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// - Updated the "readme.txt" that comes with the zip file and renamed it to
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// "cs_fgd_readme.txt" so it will not over write Worldcraft's "readme.txt" file.
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// - Created an "install.txt" for the zip file.
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// - Created a single player FGD file for anyone wanting to create training maps.
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// It contains the level transition entities required to make such maps. Plus it
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// contains many other entities that have some type of use on single player maps but
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// are not supported for multiplayer maps. The file is named "cs-single_player.fgd"
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// and it MUST be used alongside this FGD file. Read that FGD file to learn more.
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//
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// Jan 26, 2001 - Tim Holt (0.7.6)
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// - Added "No Clients" check option to Trigger base class per suggestion/lead
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// from Mataleone (cs mapping forum)
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//-----------------------------------------------------------------------
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// Jan 6, 2001 - Tim Holt (0.7.5)
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// - Added new parameter options for game_player_equip to list all
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// CS items in dialog, thus removing the need to turn off SmartEdit
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// to configure.
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// - Added new sprite for trigger_auto (green box with words "Trigger Auto")
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//-----------------------------------------------------------------------
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// 01/05/2001 - Morlam (0.7.4)
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// - Added _fade and _falloff keys to the light_ entities. Need ZHLT 2.2+
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// for these to work.
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// - Added light_origin key to the ZHLT Light Flags BaseClass. Again, you
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// need the latest version of Zoner's Tools for light_origin to work.
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// - Moved circus and extra from the "Class Info" tab to the "Flags" tab.
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// - Shortened the SmartEdit names of certain key/values in info_compile_params
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// so that they aren't cut off (at least, on my 800X600 screen on a 15 inch
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// monitor).
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//
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// 01/04/2001 - Morlam (0.7.3)
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// - Arranged all the point entities in alphabetical order
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// - Corrected a typo in hostage_entity: "Orange Suit Worker" from
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// "Orange Suite Worker".
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// - Changed func_water default WaveHeight to 0
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// - Added ZHLT Light Flags to func_plat, _pendulum and _vehicle
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// - Under info_compile_params:
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// - Changed extra to choices instead of a string; default is now 0
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// - Changed extra to read: "Enable Extra mode in HLRAD?"
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// - Added hullfile, chop, texchop, circus, and dscale keys
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// - Added "No Clip" flag under Run BSP in the spawnflags
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// - Under info_lights_rad:
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// - added radfile key/value, specifies custom texture light file
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//-----------------------------------------------------------------------
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// 01/01/2001 - Tim Holt (0.7.2)
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// - Added new dropdown to hostage entity, so you can choose hostage skin
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// directly by name (orange suit guy or tie guy)
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// - Removed commented out "master" option for game_zone_player. It was
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// commented out from the original HL FGD for some reason. Not sure why
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// or if maybe there is a problem with it?
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//-----------------------------------------------------------------------
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// 12/31/2000 - Tim Holt (0.7.1)
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// - Added new sprites for all the Game entities
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// - Added new sprite for Player Weapon Strip
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// - Added new sprite for Trigger_Relay
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// - Added new sprite for Trigger_ChangeTarget
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//-----------------------------------------------------------------------
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// Original changes by Tim Holt (0.7.0)
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// - Added new Trigger Changetarget sprite (green cube w/words)
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// - Added new Info Target sprite (bullseye)
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// - Added new trigger_camera sprite (Video camera)
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// - Added new Multi Manager sprite (box w/arrows coming out of it)
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// - Added new "Cycler Sprite" sprite (box w/arrow circle around it)
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// - Added replacement ambient_generic sprite (changed from speaker to speaker
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// with words "Ambient Generic" around it")
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// - Added replacement env_sound sprite (changed from speaker to speaker
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// with words "Env Sound" around it")
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// - Added replacement light_spot sprite (changed from lightbulb to spotlight)
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// - Added replacement Light Environment sprite (changed from lightbulb to sun)
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// - Added all the "game_*" entities
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// - Added info_compile_params and info_lights_rad entities. Idea is to
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// get someone like Zoner to implement support for them in Zoners, or
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// build support for them into a compile tool like Q2Beaver, HLCC, etc.
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// - Added env_funnel
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// - Added trigger_gravity
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// - Added player_weaponstrip
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// - Put Zoners RAD option (that allow solid (func_) based ents to cast
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// shadows) into a number of new additional items that can support it.
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// Use with caution, as for example a func_pushable can cast a shadow now,
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// but if you push it, the shadow stays behind :^)
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//
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// --------------------------------------------------------------------------------
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//
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// ---------------------------------------------------------------------------------
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// Note: I have not fully tested the support of ALL the game_ entities in
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// CS. I DO know that some work thru experimentation. Let me know if you
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// find interesting things about these little known and used entities in CS.
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// ---------------------------------------------------------------------------------
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// Worldspawn
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@SolidClass = worldspawn : "World entity"
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[
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message(string) : "Map Description / Title"
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skyname(string) : "environment map (cl_skyname)"
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sounds(integer) : "CD track to play" : 0
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light(integer) : "Default light level" : 0
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WaveHeight(string) : "Default Wave Height" : "0"
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MaxRange(string) : "Max viewable distance" : "4096"
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startdark(choices) : "Level Fade In" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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newunit(choices) : "New Level Unit" : 0 =
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[
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0 : "No, keep current"
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1 : "Yes, clear previous levels"
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]
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]
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// BaseClasses
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// 4 lines below added by Dmitrich! February 21, 2004 ;-)
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@BaseClass = Sequence
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[
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sequence(integer) : "Animation Sequence (editor)"
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]
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@BaseClass = Angles
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[
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angles(string) : "Pitch Yaw Roll (X Y Z)" : "0 0 0"
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]
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@BaseClass = Appearflags
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[
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spawnflags(Flags) =
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[
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2048 : "Not in Deathmatch" : 0
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]
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]
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@BaseClass = Master
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[
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master(string) : "Master"
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]
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@BaseClass = Target
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[
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target(target_destination) : "Target"
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]
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@BaseClass = Targetname
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[
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targetname(target_source) : "Name"
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]
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@BaseClass base(Target) = Targetx
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[
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delay(string) : "Delay before trigger" : "0"
|
|
killtarget(target_destination) : "KillTarget"
|
|
]
|
|
|
|
@BaseClass = RenderFxChoices
|
|
[
|
|
renderfx(choices) :"Render FX" : 0 =
|
|
[
|
|
0: "Normal"
|
|
// Additive or Texture mode only.
|
|
1: "Slow Pulse"
|
|
// Additive or Texture mode only.
|
|
2: "Fast Pulse"
|
|
// Additive or Texture mode only.
|
|
3: "Slow Wide Pulse"
|
|
// Additive or Texture mode only.
|
|
4: "Fast Wide Pulse"
|
|
9: "Slow Strobe"
|
|
10: "Fast Strobe"
|
|
11: "Faster Strobe"
|
|
12: "Slow Flicker"
|
|
13: "Fast Flicker"
|
|
// These don't seem to do anything. Correct me if I'm wrong...
|
|
// 5: "Slow Fade Away"
|
|
// 6: "Fast Fade Away"
|
|
// 7: "Slow Become Solid"
|
|
// 8: "Fast Become Solid"
|
|
// Constant Glow only affects the Glow rendermode. With this setting, Glow mode behaves
|
|
// exactly like Additive mode - except that (as is usual for Glow mode) the sprite isn't
|
|
// obscured by intervening sprites or models. (Hmm. Call me slow, but..... how is this useful?)
|
|
14: "Constant Glow (Sprites)"
|
|
15: "Distort (Models)"
|
|
16: "Hologram (Distort + fade)"
|
|
// Strange effect. As seen, briefly, when a Gargantua dies.
|
|
|
|
17: "Dead Player" // kRenderFxDeadPlayer
|
|
18: "Explode" // kRenderFxExplode
|
|
19: "Glow Shell" // kRenderFxGlowShell
|
|
20 : "Clamp Min Scale" // kRenderFxClampMinScale
|
|
21 : "Light Multiplier" // kRenderFxLightMultiplier
|
|
]
|
|
]
|
|
|
|
@BaseClass base(RenderFxChoices) = RenderFields
|
|
[
|
|
rendermode(choices) : "Render Mode" : 0 =
|
|
[
|
|
0: "Normal - no light"
|
|
|
|
// For BSP objects, the object will be rendered as a pure area of whatever
|
|
// color is specified in FX Color.
|
|
// For models and sprites, this is the same as Normal mode.
|
|
1: "Pure Color"
|
|
|
|
// For BSP objects, the object will be rendered without shadows.
|
|
// For models and sprites, this is the same as Normal mode, except that the Pulse
|
|
// renderfx settings work.
|
|
2: "Texture - some light"
|
|
|
|
// Like additive, but as the player gets further from the sprite, it gets
|
|
// progressively larger and more transparent. The sprite is also not obscured by
|
|
// intervening models, which can sometimes look bad.
|
|
// Alphatest sprites won't use their masks in this mode.
|
|
3: "Glow (sprites only)"
|
|
|
|
// For BSP objects, this only affects textures beginning with {. Blue pixels
|
|
// will be transparent; non-blue pixels will be solid.
|
|
// For models, this mode is the same as Normal mode.
|
|
// For sprites, this mode is for displaying sprites in Indexalpha mode - i.e.
|
|
// the palette positions are used as opacity settings; 0 for fully transparent,
|
|
// and 255 for fully opaque, regardless of what the palette colors actually are.
|
|
// The only palette colour that will be used is the last one, which sets the
|
|
// colour for the whole sprite. (Needless to say, this will look odd unless the
|
|
// sprite is designed to be displayed this way!)
|
|
// Oddly, Alphatest sprites won't use their masks in this mode.
|
|
4: "Solid - no light"
|
|
|
|
// Only bright parts of the object are visible; darker parts are just more
|
|
// transparent, and black is not drawn. Useful for making lighting or hologram
|
|
// effects.
|
|
5: "Additive"
|
|
]
|
|
renderamt(integer) : "FX Amount (1 - 255)" : 255
|
|
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
|
|
]
|
|
|
|
// LRCHLT Texture light additions
|
|
// these will only work with advanced compiling tools that allow
|
|
// switchable texture lighting. note that lighting used by
|
|
// moveable entitys may be left behind!
|
|
@BaseClass = TexLightType
|
|
[
|
|
style(choices) : "Texture Light Style" : 0 =
|
|
[
|
|
0 : "Normal"
|
|
-3: "Switch with TL@name"
|
|
1 : "Flicker A"
|
|
2 : "Slow, strong pulse"
|
|
3 : "Candle A"
|
|
4 : "Fast strobe"
|
|
5 : "Gentle pulse"
|
|
6 : "Flicker B"
|
|
7 : "Candle B"
|
|
8 : "Candle C"
|
|
9 : "Slow strobe"
|
|
10: "Fluorescent flicker"
|
|
11: "Slow pulse, noblack"
|
|
12: "underwater weird & buggy"
|
|
]
|
|
]
|
|
|
|
@BaseClass = Global
|
|
[
|
|
globalname(string) : "Global Entity Name"
|
|
]
|
|
|
|
@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
|
|
[
|
|
// Mainly for use with 1009 team settings (game_team_master)
|
|
master(string) : "(Team) Master"
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Active" : 0
|
|
16: "Only Direct" : 0
|
|
32: "Controllable" : 0
|
|
]
|
|
yawrate(string) : "Yaw rate" : "30"
|
|
yawrange(string) : "Yaw range" : "180"
|
|
yawtolerance(string) : "Yaw tolerance" : "15"
|
|
pitchrate(string) : "Pitch rate" : "0"
|
|
pitchrange(string) : "Pitch range" : "0"
|
|
pitchtolerance(string) : "Pitch tolerance" : "5"
|
|
barrel(string) : "Barrel Length" : "0"
|
|
barrely(string) : "Barrel Horizontal" : "0"
|
|
barrelz(string) : "Barrel Vertical" : "0"
|
|
spritesmoke(sprite) : "Smoke Sprite" : ""
|
|
spriteflash(sprite) : "Flash Sprite" : ""
|
|
spritescale(string) : "Sprite scale" : "1"
|
|
rotatesound(sound) : "Rotate Sound" : ""
|
|
firerate(string) : "Rate of Fire" : "1"
|
|
bullet_damage(string) : "Damage Per Bullet" : "0"
|
|
persistence(string) : "Firing persistence" : "1"
|
|
firespread(choices) : "Bullet accuracy" : 0 =
|
|
[
|
|
0: "Perfect Shot"
|
|
1: "Small cone"
|
|
2: "Medium cone"
|
|
3: "Large cone"
|
|
4: "Extra-large cone"
|
|
]
|
|
minRange(string) : "Minmum target range" : "0"
|
|
maxRange(string) : "Maximum target range" : "0"
|
|
_minlight(string) : "Minimum light level"
|
|
]
|
|
|
|
@BaseClass base(Targetname, Global) = Breakable
|
|
[
|
|
target(target_destination) : "Target on break"
|
|
delay(string) : "Delay before fire" : "0"
|
|
health(integer) : "Strength" : 1
|
|
material(choices) :"Material type" : 0 =
|
|
[
|
|
// <b>Gibs:</b> models/glassgibs.mdl
|
|
// <b>Break noise:</b> debris/bustglassX.wav
|
|
// <b>Bounce noise:</b> debris/glassX.wav
|
|
0: "Glass"
|
|
|
|
// <b>Gibs:</b> models/woodgibs.mdl
|
|
// <b>Break noise:</b> debris/bustcrateX.wav
|
|
// <b>Bounce noise:</b> debris/woodX.wav
|
|
1: "Wood"
|
|
|
|
// <b>Gibs:</b> models/metalplategibs.mdl
|
|
// <b>Break noise:</b> debris/bustmetalX.wav
|
|
// <b>Bounce noise:</b> debris/metalX.wav
|
|
2: "Metal"
|
|
|
|
// <b>Gibs:</b> models/fleshgibs.mdl
|
|
// <b>Break noise:</b> debris/bustfleshX.wav
|
|
// <b>Bounce noise:</b> debris/fleshX.wav
|
|
3: "Flesh"
|
|
|
|
// <b>Gibs:</b> models/cindergibs.mdl
|
|
// <b>Break noise:</b> debris/bustconcreteX.wav
|
|
// <b>Bounce noise:</b> debris/concreteX.wav
|
|
4: "Cinder Block"
|
|
|
|
// <b>Gibs:</b> models/ceilinggibs.mdl
|
|
// <b>Break noise:</b> debris/bustceilingX.wav
|
|
// <b>Bounce noise:</b> none
|
|
5: "Ceiling Tile"
|
|
|
|
// <b>Gibs:</b> models/computergibs.mdl
|
|
// <b>Break noise:</b> debris/bustmetalX.wav
|
|
// <b>Bounce noise:</b> debris/woodX.wav
|
|
// <b>Note:</b> Generates sparks when damaged.
|
|
6: "Computer"
|
|
|
|
// <b>Gibs:</b> models/glassgibs.mdl
|
|
// <b>Break noise:</b> debris/bustglassX.wav
|
|
// <b>Bounce noise:</b> debris/glassX.wav
|
|
// <b>Note:</b> Makes ricochet noises when damaged.
|
|
7: "Unbreakable Glass"
|
|
|
|
// <b>Gibs:</b> models/rockgibs.mdl
|
|
// <b>Break noise:</b> debris/bustconcreteX.wav
|
|
// <b>Bounce noise:</b> debris/concreteX.wav
|
|
8: "Rocks"
|
|
]
|
|
explosion(choices) : "Gibs Direction" : 0 =
|
|
[
|
|
0: "Random"
|
|
1: "Relative to Attack"
|
|
]
|
|
gibmodel(studio) : "Gib Model" : ""
|
|
spawnobject(choices) : "Spawn On Break" : 0 =
|
|
[
|
|
0: "Nothing"
|
|
1: "Battery"
|
|
2: "Healthkit"
|
|
9: "Shotgun Shells"
|
|
]
|
|
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
|
|
]
|
|
|
|
@BaseClass = BeamStartEnd
|
|
[
|
|
LightningStart(target_destination) : "Start Entity"
|
|
LightningEnd(target_destination) : "Ending Entity"
|
|
]
|
|
|
|
@BaseClass base(Targetname, Global, Master, RenderFields, Angles, Appearflags) = Door
|
|
[
|
|
target(target_destination) : "Target"
|
|
|
|
// This delay only applies to the Target, not the Fire on Open/Close fields.
|
|
delay(integer) : "Delay before fire" : 0
|
|
killtarget(target_destination) : "KillTarget"
|
|
speed(integer) : "Speed" : 100
|
|
|
|
// The number against each sound corresponds to the wav file played.
|
|
// e.g. Vacuum (4) plays "doors/doormove4.wav".
|
|
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"
|
|
]
|
|
// The number against each sound corresponds to the wav file played.
|
|
// e.g. Chunk (4) plays "doors/doorstop4.wav".
|
|
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"
|
|
]
|
|
// Setting wait to -1 also prevents the door from reversing when it comes into
|
|
// contact with the player, as seen on the bunker door in Crossfire.
|
|
wait(integer) : "delay before close, -1 stay open " : 4
|
|
lip(integer) : "Lip" : 0
|
|
dmg(integer) : "Damage inflicted when blocked" : 0
|
|
message(string) : "Message if triggered"
|
|
netname(string) : "Fire on Close"
|
|
health(integer) : "Health (shoot open)" : 0
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Starts Open" : 0
|
|
8 : "Passable" : 0
|
|
32: "Toggle" : 0
|
|
|
|
// Normally a named door, or a door with "use only" selected, won't open when touched.
|
|
256: "Use Only" : 0
|
|
1024: "Touch client only" : 0
|
|
]
|
|
locked_sound(choices) : "Locked Sound" : 0 =
|
|
[
|
|
// The locked sound & sentence will be played if
|
|
// The player walks into a door which has a name.
|
|
// The number against each sound corresponds to the wav file played.
|
|
// e.g. Buzz (10) plays "buttons/button10.wav".
|
|
|
|
0: "None"
|
|
2: "Access Denied"
|
|
8: "Small zap"
|
|
10: "Buzz"
|
|
11: "Buzz Off"
|
|
12: "Latch Locked"
|
|
]
|
|
unlocked_sound(choices) : "Unlocked Sound" : 0 =
|
|
[
|
|
// The unlocked sound & sentence will be played whenever a door starts to open and whenever
|
|
// a button starts to push in. (They will never be played when a door starts to close, even if
|
|
// "Toggle" is selected.)
|
|
//
|
|
// The number against each sound (except lightswitch) corresponds to the wav file played.
|
|
// e.g. Buzz (10) plays "buttons/button10.wav".
|
|
0: "None"
|
|
1: "Big zap & Warmup"
|
|
3: "Access Granted"
|
|
4: "Quick Combolock"
|
|
5: "Power Deadbolt 1"
|
|
6: "Power Deadbolt 2"
|
|
7: "Plunger"
|
|
8: "Small zap"
|
|
9: "Keycard Sound"
|
|
10: "Buzz"
|
|
13: "Latch Unlocked"
|
|
]
|
|
locked_sentence(choices) : "Locked Sentence" : 0 =
|
|
[
|
|
// The letters correspond to the sentence group played (see sound/sentences.txt);
|
|
// e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3.
|
|
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 =
|
|
[
|
|
// The letters correspond to the sentence group played (see sound/sentences.txt);
|
|
// e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3.
|
|
0: "None"
|
|
1: "Gen. Access Granted"
|
|
2: "Security Disengaged"
|
|
3: "Blast Door"
|
|
4: "Fire Door"
|
|
5: "Chemical Door"
|
|
6: "Radiation Door"
|
|
7: "Gen. Containment"
|
|
8: "Maintenance area"
|
|
]
|
|
_minlight(string) : "Minimum light level"
|
|
]
|
|
|
|
@BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase
|
|
[
|
|
// how many pieces to create
|
|
m_iGibs(integer) : "Number of Gibs" : 3
|
|
|
|
// delay (in seconds) between shots. If 0, all gibs shoot at once.
|
|
delay(string) : "Delay between shots" : "0"
|
|
|
|
// how fast the gibs are fired
|
|
m_flVelocity(integer) : "Gib Velocity" : 200
|
|
|
|
// Course variance
|
|
m_flVariance(string) : "Course Variance" : "0.15"
|
|
|
|
// Time in seconds for gibs to live +/- 5%
|
|
m_flGibLife(string) : "Gib Life" : "4"
|
|
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Repeatable" : 0
|
|
]
|
|
]
|
|
|
|
// Don't create a light whose name begins with "light" - a bug/feature in RAD means
|
|
// that such a light won't be able to switch on and off.
|
|
@BaseClass = Light
|
|
[
|
|
_light(color255) : "Brightness" : "255 255 255 200"
|
|
// This field will have no effect on a dynamic (i.e. named) light.
|
|
style(Choices) : "Appearance (no name allowed)" : 0 =
|
|
[
|
|
0 : "Normal"
|
|
2 : "Slow, strong pulse"
|
|
5 : "Gentle pulse"
|
|
1 : "Flicker A"
|
|
6 : "Flicker B"
|
|
3 : "Candle A"
|
|
7 : "Candle B"
|
|
8 : "Candle C"
|
|
4 : "Fast strobe"
|
|
9 : "Slow strobe"
|
|
10: "Fluorescent flicker"
|
|
11: "Slow pulse, noblack"
|
|
]
|
|
// This field will have no effect on a static (i.e. nameless) light. 'a' is dark, 'm' is normal brightness, 'z' is full brightness.
|
|
// There's no support for a light to have a custom appearances when it's in a
|
|
// state other than 'on'. See trigger_lightstyle if you need this effect.
|
|
pattern(string) : "Custom Appearance"
|
|
_fade(string) : "Fade (ZHLT Only)" : "1.0"
|
|
_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
|
|
[
|
|
0 : "Default"
|
|
1 : "Inverse Linear"
|
|
2 : "Inverse Square"
|
|
]
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Initially dark" : 0
|
|
]
|
|
]
|
|
|
|
@BaseClass = PlatSounds
|
|
[
|
|
movesnd(choices) : "Move Sound" : 0 =
|
|
[
|
|
0: "No Sound"
|
|
1: "big elev 1" // plats/bigmove1.wav
|
|
2: "big elev 2" // plats/bigmove2.wav
|
|
3: "tech elev 1" // plats/elevmove1.wav
|
|
4: "tech elev 2" // plats/elevmove2.wav
|
|
5: "tech elev 3" // plats/elevmove3.wav
|
|
6: "freight elev 1" // plats/freightmove1.wav
|
|
7: "freight elev 2" // plats/freightmove2.wav
|
|
8: "heavy elev" // plats/heavymove1.wav
|
|
9: "rack elev" // plats/rackmove1.wav
|
|
10: "rail elev" // plats/railmove1.wav
|
|
11: "squeek elev" // plats/squeekmove1.wav
|
|
12: "odd elev 1" // plats/talkmove1.wav
|
|
13: "odd elev 2" // plats/talkmove2.wav
|
|
]
|
|
stopsnd(choices) : "Stop Sound" : 0 =
|
|
[
|
|
0: "No Sound"
|
|
1: "big elev stop1" // plats/bigstop1.wav
|
|
2: "big elev stop2" // plats/bigstop2.wav
|
|
3: "freight elev stop" // plats/freightstop1.wav
|
|
4: "heavy elev stop" // plats/heavystop2.wav
|
|
5: "rack stop" // plats/rackstop1.wav
|
|
6: "rail stop" // plats/railstop1.wav
|
|
7: "squeek stop" // plats/squeekstop1.wav
|
|
8: "quick stop" // plats/talkstop1.wav
|
|
]
|
|
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
|
|
]
|
|
|
|
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles, Appearflags) = PlayerClass []
|
|
|
|
@BaseClass base(Targetname, Global, RenderFields, PlatSounds) = Trackchange
|
|
[
|
|
// height is the distance the track/train will move. By default, the track starts in its top position
|
|
// and goes downward (This can be changed in the Flags section #8).
|
|
height(integer) : "Travel altitude" : 0
|
|
spawnflags(flags) =
|
|
[
|
|
// Auto activate and relink may not be funcional
|
|
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 is the amount in degrees the track will turn to line up with the new track.
|
|
rotation(integer) : "Spin amount" : 0
|
|
train(target_destination) : "Train to switch"
|
|
// toptrack is the Name (targetname) of the last path_corner-track in the upper area, or last area, of the track.
|
|
toptrack(target_destination) : "Top track"
|
|
// bottomtrack is the Name (targetname) of the first path_corner-track in the lower area, or next area, of the track
|
|
bottomtrack(target_destination) : "Bottom track"
|
|
// speed is the speed in units per second that the track platform will move downward.
|
|
// (If the #16 Rotate Only flag is set, this is just the speed of rotation).
|
|
speed(integer) : "Move/Rotate speed" : 0
|
|
//
|
|
// The first path_track-corner should not have a Next stop target (target). Instead, where it says Fire on
|
|
// dead end (netname), enter a value equal to the Name (targetname) of the func_trackautochange. Now, when
|
|
// the train reaches the path_track-corner, it will stop, then activate the func_trackautochange.
|
|
// When the it gets to the bottom, the train will continue on to the next path_track-corner defined
|
|
// by Bottom track (bottomtrack) in the func_trackautochange properties.
|
|
//
|
|
]
|
|
|
|
@BaseClass base(Targetname, Master, Target) = Trigger
|
|
[
|
|
delay(string) : "Delay before trigger" : "0"
|
|
killtarget(target_destination) : "Kill target"
|
|
netname(target_destination) : "Target Path"
|
|
// style commented out, seems to serve no purpose besides adding
|
|
// to the lightdata load.
|
|
// style(integer) : "Style" : 32
|
|
message(string) : "Message (set sound too)"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Monsters" : 0
|
|
2: "No Players, entity only" : 0
|
|
4: "Pushables" : 0
|
|
64: "No reset on New Round" : 0
|
|
]
|
|
]
|
|
|
|
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon []
|
|
|
|
@BaseClass = ZHLT
|
|
[
|
|
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
|
|
[
|
|
0: "Normal"
|
|
1: "Embedded Fix"
|
|
2: "Opaque (Blocks Light)"
|
|
3: "Opaque + Embedded Fix"
|
|
6: "Opaque + Concave Fix"
|
|
]
|
|
light_origin(string) : "Light Origin (Zhlt 2.2+)"
|
|
zhlt_noclip(choices) :"Noclip Object (Zhlt 2.5+)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/ambient_generic.spr") = ambient_generic : "Universal sound Ambient"
|
|
[
|
|
message(sound) : "Path/filename.wav of WAV"
|
|
health(integer) : "Volume (10 = loudest)" : 10
|
|
preset(choices) :"Dynamic Presets" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Huge Machine"
|
|
2: "Big Machine"
|
|
3: "Machine"
|
|
4: "Slow Fade in"
|
|
5: "Fade in"
|
|
6: "Quick Fade in"
|
|
7: "Slow Pulse"
|
|
8: "Pulse"
|
|
9: "Quick pulse"
|
|
10: "Slow Oscillator"
|
|
11: "Oscillator"
|
|
12: "Quick Oscillator"
|
|
13: "Grunge pitch"
|
|
14: "Very low pitch"
|
|
15: "Low pitch"
|
|
16: "High pitch"
|
|
17: "Very high pitch"
|
|
18: "Screaming pitch"
|
|
19: "Oscillate spinup/down"
|
|
20: "Pulse spinup/down"
|
|
21: "Random pitch"
|
|
22: "Random pitch fast"
|
|
23: "Incremental Spinup"
|
|
24: "Alien"
|
|
25: "Bizzare"
|
|
26: "Planet X"
|
|
27: "Haunted"
|
|
]
|
|
volstart(integer) : "Start Volume" : 0
|
|
fadein(integer) : "Fade in time (0-100)" : 0
|
|
fadeout(integer) : "Fade out time (0-100)" : 0
|
|
// main pitch frequency
|
|
pitch(integer) : "Pitch (> 100 = higher)" : 100
|
|
// begin pitch
|
|
pitchstart(integer) : "Start Pitch" : 100
|
|
// how fast to change from begin pitch to main pitch.
|
|
spinup(integer) : "Spin up time (0-100)" : 0
|
|
// how fast to go back down from main pitch to nothing.
|
|
spindown(integer) : "Spin down time (0-100)" : 0
|
|
// LFO = low frequency oscillator.
|
|
// type of sound wave, sqr will jump back and forth between low and high pitch, tri has sharp transitions, and rnd has smooth transitions.
|
|
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
|
|
// rate is the frequency (how often the LFO effect repeats itself).
|
|
lforate(integer) : "LFO rate (0-1000)" : 0
|
|
// how much pitch change, This effect is commonly called "vibrato" in music and song.
|
|
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
|
|
// how strong a "pulse" of volume rather than a wavering pitch.
|
|
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
|
|
// cspinup is unknown to me.
|
|
cspinup(integer) : "Incremental spinup count" : 0
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Play Everywhere" : 0 // small is <~800 units range
|
|
2: "Small Radius" : 0 // Medium is the default radius, so ticking this does nothing. <~1250 units
|
|
4: "Medium Radius" : 1 // large is <~2000 units range
|
|
8: "Large Radius" : 0
|
|
16:"Start Silent":0
|
|
32:"Not Toggled":0
|
|
]
|
|
]
|
|
|
|
@BaseClass base(RenderFields) = ArmouryEntity
|
|
[
|
|
item(choices) : "Item" : 0 =
|
|
[
|
|
0: "weapon_mp5navy"
|
|
1: "weapon_tmp"
|
|
2: "weapon_p90"
|
|
3: "weapon_mac10"
|
|
4: "weapon_ak47"
|
|
5: "weapon_sg552"
|
|
6: "weapon_m4a1"
|
|
7: "weapon_aug"
|
|
8: "weapon_scout"
|
|
9: "weapon_g3sg1"
|
|
10: "weapon_awp"
|
|
11: "weapon_m3"
|
|
12: "weapon_xm1014"
|
|
13: "weapon_m249"
|
|
14: "weapon_flashbang"
|
|
15: "weapon_hegrenade"
|
|
16: "item_kevlar"
|
|
17: "item_assaultsuit"
|
|
18: "weapon_smokegrenade"
|
|
19: "weapon_shield"
|
|
20: "weapon_famas"
|
|
21: "weapon_sg550"
|
|
22: "weapon_galil"
|
|
23: "weapon_ump45"
|
|
24: "weapon_glock18"
|
|
25: "weapon_usp"
|
|
26: "weapon_elite"
|
|
27: "weapon_fiveseven"
|
|
28: "weapon_p228"
|
|
29: "weapon_deagle"
|
|
]
|
|
// note: count always resets to only one item after first round
|
|
count(integer) : "Count" : 1
|
|
]
|
|
|
|
@PointClass base(ArmouryEntity) iconsprite("sprites/CS/armoury_entity.spr") size(-16 -16 0, 16 16 16) = armoury_entity : "Items in the armoury"
|
|
[
|
|
]
|
|
|
|
// line below edited by Dmitrich! -->
|
|
// was: @PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 72) iconsprite("sprites/CS/cycler.spr") = cycler : "Monster Cycler"
|
|
@PointClass base(Targetname, Angles, Sequence) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler"
|
|
[
|
|
model(studio) : "Model"
|
|
body(integer) : "Skin" : 0
|
|
skin(integer) : "Body" : 0
|
|
]
|
|
|
|
// line below edited by Dmitrich! -->
|
|
// was: @PointClass base(Targetname, Angles, RenderFields) iconsprite("sprites/CS/cycler_sprite.spr") = cycler_sprite : "Sprite Cycler"
|
|
@PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 72) studio() = cycler_sprite : "Sprite Cycler"
|
|
[
|
|
model(sprite) : "Sprite name" : ""
|
|
model(studio) : "Model name" : ""
|
|
scale(string) : "Scale (Sprites only)" : "1.0"
|
|
body(integer) : "Skin (Models only)" : 0
|
|
skin(integer) : "Body (Models only)" : 0
|
|
sequence(integer) : "Animation # sequence (Models only)" : 0
|
|
framerate(string) : "Frames per second" : "10.0"
|
|
]
|
|
|
|
@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) iconsprite("sprites/CS/cycler_wreckage.spr") = cycler_wreckage : "Wreckage"
|
|
[
|
|
model(sprite) : "Sprite Name" : "sprites/dot.spr"
|
|
framerate(string) : "Framerate" : "10.0"
|
|
scale(string) : "Scale" : "1.0"
|
|
spawnflags(flags) =
|
|
[
|
|
32: "Toggle" : 0
|
|
64: "Start ON" : 0
|
|
]
|
|
]
|
|
|
|
// Environmental effects
|
|
// the beam can lead to network lag due to continous changing animation.
|
|
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/env_beam.spr") = env_beam : "Energy Beam Effect"
|
|
[
|
|
renderamt(integer) : "Brightness (1 - 255)" : 100
|
|
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
|
|
// If you only give the beam one endpoint, then radius will specifies how
|
|
// far away the other endpoint should be (randomly) placed.
|
|
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) =
|
|
[
|
|
// This is the default unless you specify a name.
|
|
1 : "Start On" : 0
|
|
2 : "Toggle" : 0
|
|
4 : "Random Strike" : 0
|
|
|
|
// Makes the beam form a circle, with a diameter that stretches between the two endpoints.
|
|
// For some unknown reason, both endpoints must have a model.
|
|
// NB: because the beam will stretch between the origins of the two entities, you'll
|
|
// need to give each endpoint an origin brush.
|
|
8 : "Ring" : 0
|
|
16: "StartSparks" : 0
|
|
32: "EndSparks" : 0
|
|
64: "Decal End" : 0
|
|
// The beam fades in from nothing, like a tracer bullet.
|
|
128: "Fade Start" : 0
|
|
256: "Fade End" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
|
|
[
|
|
health(integer) : "Capacity" : 10
|
|
skin(choices) : "Beverage Type" : 0 =
|
|
[
|
|
0 : "Coca-Cola"
|
|
1 : "Sprite"
|
|
2 : "Diet Coke"
|
|
3 : "Orange"
|
|
4 : "Surge"
|
|
5 : "Moxie"
|
|
6 : "Random"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) iconsprite("sprites/CS/env_blood.spr") = env_blood : "Blood Effects"
|
|
[
|
|
color(choices) : "Blood Color" : 0 =
|
|
[
|
|
0 : "Black/White blood with yellow decals"
|
|
1 : "Yellow blood with yellow decals"
|
|
2 : "Red blood with red decals"
|
|
]
|
|
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
|
|
]
|
|
]
|
|
|
|
// Bubbles cannot drift sideways with this entity; use an env_model and
|
|
// "valve/models/pipe_bubbles.mdl" instead.
|
|
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
|
|
[
|
|
density(integer) : "Bubble density" : 2
|
|
frequency(integer) : "Bubble frequency" : 2
|
|
current(integer) : "Speed of Current" : 0
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Start Off" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/env_explosion.spr") = 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) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Reverse" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/env_global.spr") color(255 255 128) = env_global : "Global State"
|
|
[
|
|
globalstate(string) : "Global State to Set"
|
|
triggermode(choices) : "Trigger Mode" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
2 : "Dead"
|
|
3 : "Toggle"
|
|
]
|
|
initialstate(choices) : "Initial State" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
2 : "Dead"
|
|
]
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Set Initial State" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/CS/env_glow.spr") = env_glow : "Light Glow/Haze"
|
|
[
|
|
model(sprite) : "model" : "sprites/glow01.spr"
|
|
scale(integer) : "Sprite Scale" : 1
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/env_fade.spr") = 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) = env_fog : "Global Fog Properties"
|
|
[
|
|
density(string) : "Fog density" : "0.0005"
|
|
rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/env_rain.spr") = env_rain : "rain Properties"
|
|
[
|
|
]
|
|
|
|
@PointClass base(Targetname) = env_snow : "snow Properties"
|
|
[
|
|
]
|
|
|
|
@PointClass base(Targetname) = env_lighting : "lightning Properties"
|
|
[
|
|
fadein(integer) : "Fade in time" : 0
|
|
holdtime(string) : "Hold time (0 = permanent)" : "0"
|
|
fadeout(integer) : "Fade out time" : 0
|
|
startdist(integer) : "lightning start position" : 0
|
|
enddist(integer) : "lighting end position" : 1000
|
|
rendercolor(color255) : "lightning Color (R G B)" : "255 255 255"
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Start active" : 0
|
|
]
|
|
]
|
|
|
|
// may cause network lag due to changing animation.
|
|
@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/env_laser.spr") = 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) iconsprite("sprites/CS/env_message.spr") = 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" // small is <~800 units range
|
|
1 : "Medium Radius" // medium is <~1250 units range
|
|
2 : "Large Radius" // large is <~2000 units range
|
|
3 : "Play Everywhere"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) iconsprite("sprites/CS/env_render.spr") = env_render : "Render Controls"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Renderfx" : 0
|
|
2: "No Renderamt" : 0
|
|
4: "No Rendermode" : 0
|
|
8: "No Rendercolor" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) = env_shake : "Screen Shake"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "GlobalShake" : 0
|
|
]
|
|
amplitude(string) : "Amplitude 0-16" : "4"
|
|
radius(string) : "Effect radius" : "500"
|
|
duration(string) : "Duration (seconds)" : "1"
|
|
frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
|
|
]
|
|
|
|
@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
|
|
[
|
|
shootmodel(studio) : "Model" : ""
|
|
shootsounds(choices) :"Material Sound" : -1 =
|
|
[
|
|
-1: "None"
|
|
0: "Glass" // debris/glass1-4.wav
|
|
1: "Wood" // debris/wood1-4.wav
|
|
2: "Metal" // debris/metal1-6.wav
|
|
3: "Flesh" // debris/flesh1-7.wav
|
|
4: "Concrete" // debris/concrete1-3.wav
|
|
]
|
|
scale(string) : "Gib Scale" : ""
|
|
skin(integer) : "Gib Skin" : 0
|
|
]
|
|
|
|
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/CS/env_smoker.spr") = env_smoker : "Smoke"
|
|
[
|
|
health(integer) : "Strength" : 1
|
|
scale(integer) : "Smoke Scale" : 1
|
|
]
|
|
|
|
// this changes sound for the player UNTIL IT IS RESET by another env sound. make sure you reset it!
|
|
@PointClass iconsprite("sprites/CS/env_sound.spr") = env_sound : "DSP Sound"
|
|
[
|
|
radius(integer) : "Radius" : 128
|
|
roomtype(Choices) : "Room Type" : 0 =
|
|
[
|
|
0 : "Normal (off)"
|
|
1 : "Generic"
|
|
|
|
2 : "Metal Small"
|
|
3 : "Metal Medium"
|
|
4 : "Metal Large"
|
|
|
|
5 : "Tunnel Small"
|
|
6 : "Tunnel Medium"
|
|
7 : "Tunnel Large"
|
|
|
|
8 : "Chamber Small"
|
|
9 : "Chamber Medium"
|
|
10: "Chamber Large"
|
|
|
|
11: "Bright Small"
|
|
12: "Bright Medium"
|
|
13: "Bright Large"
|
|
|
|
14: "Water 1"
|
|
15: "Water 2"
|
|
16: "Water 3"
|
|
|
|
17: "Concrete Small"
|
|
18: "Concrete Medium"
|
|
19: "Concrete Large"
|
|
|
|
20: "Big 1"
|
|
21: "Big 2"
|
|
22: "Big 3"
|
|
|
|
23: "Cavern Small"
|
|
24: "Cavern Medium"
|
|
25: "Cavern Large"
|
|
|
|
26: "Weirdo 1"
|
|
27: "Weirdo 2"
|
|
28: "Weirdo 3"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/env_spark.spr") = env_spark : "Spark"
|
|
[
|
|
MaxDelay(string) : "Max Delay" : "0"
|
|
spawnflags(flags) =
|
|
[
|
|
32: "Toggle" : 0
|
|
64: "Start ON" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Still Sprite Effect"
|
|
[
|
|
framerate(string) : "Framerate" : "10.0"
|
|
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
|
|
scale(integer) : "Scale" : 1
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Start on" : 0
|
|
2: "Play Once" : 0
|
|
]
|
|
]
|
|
|
|
// game entities (requires Half-Life 1.0.0.9)
|
|
@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/game_counter.spr") = 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
|
|
]
|
|
frags(integer) : "Initial Value" : 0
|
|
health(integer) : "Limit Value" : 10
|
|
]
|
|
|
|
@PointClass base(Targetname, Master, Target) iconsprite("sprites/CS/game_counter_set.spr") = game_counter_set : "Sets a game_counter"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Remove On fire" : 0
|
|
]
|
|
frags(integer) : "New Value" : 10
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/game_end.spr") = game_end : "End this multiplayer game"
|
|
[
|
|
master(string) : "Master"
|
|
]
|
|
|
|
// buggy entity, must use with weapon strip to avoid giving duplicate
|
|
// weapons to a player and causing a crash.
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/game_player_equip.spr") = game_player_equip : "Initial player equipment"
|
|
[
|
|
master(string) : "Team Master"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Use Only" : 0
|
|
2: "Remove Weapons" : 0
|
|
]
|
|
weapon_knife (choices) : "Give Knife" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_famas (choices) : "CS 1.6 Famas (556nato Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_galil (choices) : "CS 1.6 Galil (556natobox Calibre)" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_shield (choices) : "CS 1.6 Police Riot Shield" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
item_kevlar (choices) : "Give Kevlar Vest" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_flashbang (choices) : "Give Flash Bang" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1"
|
|
2: "2"
|
|
]
|
|
weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
item_thighpack (choices) : "Give Defuse Kit" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes"
|
|
]
|
|
ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (30 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips (Fill Elites, MP5, TMP, Glock 18)"
|
|
]
|
|
ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (12 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips"
|
|
5: "5 Clips"
|
|
6: "6 Clips"
|
|
7: "7 Clips"
|
|
8: "8 Clips"
|
|
9: "9 Clips (Fill UMP 45, Mac-10, USP45)"
|
|
]
|
|
ammo_50ae (choices) : "Give .50 Deagle Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (7 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips"
|
|
5: "5 Clips (Fill Desert Eagle)"
|
|
]
|
|
ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (50 Bullets Per Clip)"
|
|
2: "2 Clips (Fill Five-Seven, P90)"
|
|
]
|
|
ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (13 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips (Fill P-228)"
|
|
]
|
|
ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (8 Shells Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips (Fill Benelli M3, XM1014)"
|
|
]
|
|
ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (30 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips (Fill AK-47, Scout, G3/S-G1)"
|
|
]
|
|
ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (30 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Fill SG552, M4A1, Aug, SG550, Famas"
|
|
]
|
|
ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (30 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips"
|
|
4: "4 Clips"
|
|
5: "5 Clips"
|
|
6: "6 Clips"
|
|
7: "7 Clips (Fill FN M249 Para)"
|
|
]
|
|
ammo_338magnum (choices) : "Give .338 AWP Ammo" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Clip (10 Bullets Per Clip)"
|
|
2: "2 Clips"
|
|
3: "3 Clips (Fill AWP)"
|
|
]
|
|
item_healthkit (choices) : "Give Health Kit" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Healthkit = 15 Health Points"
|
|
2: "2 Healthkits = 30 Health Points"
|
|
3: "3 Healthkits = 45 Health Points"
|
|
4: "4 Healthkits = 60 Health Points"
|
|
5: "5 Healthkits = 75 Health Points"
|
|
6: "6 Healthkits = 90 Health Points"
|
|
7: "7 Healthkits = 100 Health Points"
|
|
]
|
|
item_battery (choices) : "Give HL HEV Battery" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "1 Battery = 15 Kevlar Points"
|
|
2: "2 Batteries = 30 Kevlar Points"
|
|
3: "3 Batteries = 45 Kevlar Points"
|
|
4: "4 Batteries = 60 Kevlar Points"
|
|
5: "5 Batteries = 75 Kevlar Points"
|
|
6: "6 Batteries = 90 Kevlar Points"
|
|
7: "7 Batteries = 100 Kevlar Points"
|
|
]
|
|
item_longjump (choices) : "Give HL Long Jump Module" : 0 =
|
|
[
|
|
0: "No"
|
|
1: "Yes (An Unrealistic Item)"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/game_player_hurt.spr") = game_player_hurt : "Hurts player who fires"
|
|
[
|
|
master(string) : "Master"
|
|
dmg(string) : "Damage To Apply" : "999"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Remove On fire" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/game_player_team.spr") = game_player_team : "Allows player to change teams"
|
|
[
|
|
master(string) : "Master"
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Remove On fire" : 0
|
|
2 : "Kill Player" : 0
|
|
4 : "Gib Player" : 0
|
|
]
|
|
target(string) : "game_team_master to use"
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/game_score.spr") = game_score : "Award/Deduct Points"
|
|
[
|
|
master(string) : "Master"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Allow Negative" : 0
|
|
2: "Team Points" : 0
|
|
]
|
|
|
|
points(integer) : "Points to add (+/-)" : 1
|
|
]
|
|
|
|
@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/game_team_master.spr") = game_team_master : "Team based master/relay"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Remove On fire" : 0
|
|
]
|
|
triggerstate(choices) : "Trigger State" : 0 =
|
|
[
|
|
0: "Off"
|
|
1: "On"
|
|
2: "Toggle"
|
|
]
|
|
teamindex(choices) : "Team" : -1 =
|
|
[
|
|
-1: "No Team"
|
|
1: "Terrorist"
|
|
2: "Counter-terrorist"
|
|
3: "Specator"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Master, Targetx) iconsprite("sprites/CS/game_team_set.spr") = game_team_set : "Sets team of team_master"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Remove On fire" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Master, Target) iconsprite("sprites/CS/game_text.spr") = game_text : "HUD Text Message"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "All Players" : 0
|
|
]
|
|
message(string) : "Message Text (79 Char. Limit)"
|
|
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
|
|
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
|
|
effect(Choices) : "Text Effect" : 0 =
|
|
[
|
|
0 : "Fade In/Out"
|
|
1 : "Credits"
|
|
2 : "Scan Out"
|
|
]
|
|
color(color255) : "Color1" : "100 100 100"
|
|
color2(color255) : "Color2" : "240 110 0"
|
|
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
|
|
fadeout(string) : "Fade Out Time" : "0.5"
|
|
holdtime(string) : "Hold Time" : "1.2"
|
|
fxtime(string) : "Scan time (scan effect only)" : "0.25"
|
|
channel(choices) : "Text Channel" : 1 =
|
|
[
|
|
1 : "Channel 1"
|
|
2 : "Channel 2"
|
|
3 : "Channel 3"
|
|
4 : "Channel 4"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Targetname) iconsprite("sprites/CS/game_zone_player.spr") = 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) iconsprite("sprites/CS/gibshooter.spr") = gibshooter : "Gib Shooter" []
|
|
|
|
@PointClass iconsprite("sprites/CS/hostage_entity.spr") base(PlayerClass, RenderFields) = hostage_entity : "Hostage"
|
|
[
|
|
model(studio) : "Model" : "models/hostage.mdl"
|
|
skin(choices) : "Skin" : 0 =
|
|
[
|
|
0: "Orange Suit Worker"
|
|
1: "Shirt & Tie"
|
|
]
|
|
body(choices) : "Body type if scientist model" : 0 =
|
|
[
|
|
-1: "random"
|
|
0: "default none"
|
|
1: "einstien"
|
|
2: "negro"
|
|
3: "caucasian"
|
|
4: "glasses"
|
|
]
|
|
]
|
|
|
|
// Info entities
|
|
|
|
@PointClass iconsprite("sprites/CS/info_bomb_target.spr") = info_bomb_target : "Bomb target point" []
|
|
|
|
// Here was Dmitrich! 21-02-2004 :-)
|
|
@PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "Compile Options"
|
|
[
|
|
hlcsg(choices) : "HLCSG" : 1 =
|
|
[
|
|
1 : "Normal"
|
|
2 : "Onlyents"
|
|
0 : "Off"
|
|
]
|
|
hlbsp(choices) : "HLBSP" : 1 =
|
|
[
|
|
0 : "Off"
|
|
1 : "Normal"
|
|
2 : "Leakonly"
|
|
]
|
|
hlvis(choices) : "HLVIS" : 2 =
|
|
[
|
|
0 : "Off"
|
|
1 : "Fast"
|
|
2 : "Normal"
|
|
3 : "Full"
|
|
]
|
|
hlrad(choices) : "HLRAD" : 1 =
|
|
[
|
|
0 : "Off"
|
|
1 : "Normal"
|
|
2 : "Extra"
|
|
]
|
|
texdata(string) : "Texture Data Memory (in KB)" : "4096"
|
|
estimate(choices) : "Estimate Compile Times?" : 0 =
|
|
[
|
|
0: "Yes"
|
|
1: "No"
|
|
]
|
|
bounce(integer) : "Number of radiosity bounces" : 0
|
|
ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0"
|
|
smooth(integer) : "Smoothing threshold (in degrees)" : 0
|
|
dscale(integer) : "Direct Lighting Scale" : 1
|
|
chop(integer) : "Chop Size" : 64
|
|
texchop(integer) : "Texture Light Chop Size" : 32
|
|
hullfile(string) : "Custom Hullfile"
|
|
priority(choices) : "Priority Level" : 0 =
|
|
[
|
|
0 : "Normal"
|
|
1 : "High"
|
|
-1 : "Low"
|
|
]
|
|
wadautodetect(choices) : "Wad Auto Detect" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
]
|
|
wadconfig(string) : "Custom Wad Configuration" : ""
|
|
verbose(choices) : "Verbose compile messages" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
]
|
|
noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 =
|
|
[
|
|
1 : "Yes"
|
|
0 : "No"
|
|
]
|
|
nocliphull(choices) : "Generate clipping hulls" : 0 =
|
|
[
|
|
0 : "Yes"
|
|
1 : "No"
|
|
]
|
|
noskyclip(choices) : "No Sky Clip" : 0 =
|
|
[
|
|
1 : "On"
|
|
0 : "Off"
|
|
]
|
|
sparse(choices) : "Vismatrix Method" : 2 =
|
|
[
|
|
0 : "No Vismatrix"
|
|
1 : "Sparse Vismatrix"
|
|
2 : "Normal"
|
|
]
|
|
circus(choices) : "Circus RAD lighting" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
]
|
|
]
|
|
|
|
@PointClass iconsprite("sprites/CS/info_hostage_rescue.spr") = info_hostage_rescue : "Hostage rescue point" []
|
|
|
|
// NOT YET SUPPORTED BY ZHLT OR ANY COMPILER FRONTEND, AS OF 01/05/2001
|
|
@PointClass = info_lights_rad : "Lights RAD Override"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Override?" : 1
|
|
]
|
|
]
|
|
|
|
@PointClass iconsprite("sprites/CS/info_map_parameters.spr") = info_map_parameters : "Miscellaneous mapping parameters"
|
|
[
|
|
buying(choices) : "Weapon Buying" : 0 =
|
|
[
|
|
0: "Both teams can buy guns"
|
|
1: "Only CT's can buy guns"
|
|
2: "Only T's can buy guns"
|
|
3: "Neither CT's nor T's can buy guns"
|
|
]
|
|
bombradius(integer) : "Bomb Radius" : 500
|
|
]
|
|
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/info_target.spr") = info_landmark : "Transition/Relative teleport Landmark" []
|
|
@PointClass base(Targetname) iconsprite("sprites/CS/info_target.spr") = info_null : "info_null (spotlight target)" []
|
|
@PointClass iconsprite("sprites/CS/info_player_deathmatch.spr") base(PlayerClass) = info_player_deathmatch : "Terrorist start" []
|
|
@PointClass iconsprite("sprites/CS/info_player_start.spr") base(PlayerClass) = info_player_start : "Counter-terrorist start" []
|
|
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CS/info_target.spr") = info_target : "Beam Target" []
|
|
@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []
|
|
@PointClass iconsprite("sprites/CS/info_vip_start.spr") base(PlayerClass) = info_vip_start : "VIP start" []
|
|
|
|
@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
|
|
[
|
|
texture(decal)
|
|
]
|
|
|
|
// items
|
|
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_battery : "HEV battery"
|
|
[
|
|
armorvalue(string) : "Kevlar Points" : "15.0"
|
|
]
|
|
|
|
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_healthkit : "Small Health Kit"
|
|
[
|
|
health(string) : "Health Points" : "15.0"
|
|
]
|
|
|
|
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_longjump : "Longjump Module" []
|
|
@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx, RenderFields) = item_nvgs : "NightVision" []
|
|
|
|
// Light entities
|
|
@PointClass iconsprite("sprites/CS/light.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []
|
|
|
|
@PointClass base(Targetname, Target, Light) iconsprite("sprites/CS/light_environment.spr") = light_environment : "Environment"
|
|
[
|
|
angles(string) : "Pitch Yaw Roll (X Y Z)" : "0 270 0"
|
|
pitch(integer) : "Pitch" : -90
|
|
// Shade is used only by Adam Foster's hack of HLRAD to vary the color of shade.
|
|
_diffuse_light(color255) : "Shade" : "255 255 128 200"
|
|
]
|
|
|
|
@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CS/light_spot.spr") = light_spot : "Spotlight"
|
|
[
|
|
pitch(integer) : "Pitch" : -90
|
|
_cone(integer) : "Inner (bright) angle" : 30
|
|
_cone2(integer) : "Outer (fading) angle" : 45
|
|
_sky(Choices) : "Is Sky" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
]
|
|
|
|
// Triggers a sequence of up to 16 entities, at various time offsets.
|
|
// To specify the list of entities for it to trigger, turn off Worldcraft's "smart edit" mode
|
|
// and add fields manually. The name of the field is the targetname of the entity to trigger,
|
|
// and the contents of the field are the time (in seconds) to wait before triggering it.
|
|
//
|
|
// Beware: the seconds countdown will continue thru round ends causing some events to happen into the next round.
|
|
|
|
@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CS/multi_manager.spr") = multi_manager : "MultiTarget Manager"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
// By default, a manager will ignore all inputs while it's performing a sequence.
|
|
// Tick this to allow more than one sequence to run at a time.
|
|
1 : "multithreaded" : 0
|
|
]
|
|
]
|
|
|
|
// multiple inputs to one switch, the AND gate
|
|
@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CS/multisource.spr") = multisource : "Multisource"
|
|
[
|
|
globalstate(string) : "Global State Master"
|
|
]
|
|
|
|
@PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) iconsprite("sprites/CS/path.spr") = path_corner : "Moving platform stop"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1: "Wait for retrigger" : 0
|
|
2: "Teleport to next corner" : 0
|
|
4: "Fire once" : 0
|
|
]
|
|
target(target_destination) : "Next stop target"
|
|
message(target_destination) : "Fire On Pass"
|
|
wait(integer) : "Wait here (secs)" : 0
|
|
// if speed more than 2000 problems may result
|
|
speed(integer) : "New Train Speed" : 0
|
|
yaw_speed(integer) : "New Train rot. Speed" : 0
|
|
]
|
|
|
|
@PointClass base(Targetname) size(16 16 16) iconsprite("sprites/CS/path.spr") = path_track : "Train Track Path"
|
|
[
|
|
target(target_destination) : "Next stop target"
|
|
spawnflags(Flags) =
|
|
[
|
|
1: "Disabled" : 0
|
|
2: "Fire once" : 0
|
|
4: "Branch Reverse" : 0
|
|
8: "Disable train" : 0
|
|
]
|
|
message(target_destination) : "Fire On Pass"
|
|
altpath(target_destination) : "Branch Path"
|
|
netname(target_destination) : "Fire on dead end"
|
|
// if speed more than 2000 problems may result
|
|
speed(integer) : "New Train Speed" : 0
|
|
]
|
|
|
|
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CS/player_weaponstrip.spr") = player_weaponstrip : "Strips player's weapons"
|
|
[
|
|
primary(choices) : "Ignore primary weapons" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
secondary(choices) : "Ignore pistols" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
knife(choices) : "Ignore knife" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
grenade(choices) : "Ignore grenades" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
bomb(choices) : "Ignore bomb" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
items(choices) : "Ignore other items (shield, defuser, kevlar etc)" : 0 =
|
|
[
|
|
0 : "No"
|
|
1 : "Yes"
|
|
]
|
|
special(string) : "Special item to strip"
|
|
]
|
|
|
|
// Monsters
|
|
@PointClass iconsprite("sprites/CS/hostage_entity.spr") base(PlayerClass, RenderFields) size(-16 -16 0, 16 16 72) = monster_scientist : "Scientist Hostage"
|
|
[
|
|
body(Choices) : "Body" : -1 =
|
|
[
|
|
-1 : "Random"
|
|
0 : "Glasses"
|
|
1 : "Einstein"
|
|
2 : "Luther"
|
|
3 : "Slick"
|
|
]
|
|
]
|
|
|
|
// Trigger entities
|
|
// will only trigger ONCE per MAP, will not reset or retrigger for a new round!
|
|
@PointClass base(Targetx) iconsprite("sprites/CS/trigger_auto.spr") = trigger_auto : "AutoTrigger"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
2 : "No reset on New Round" : 0
|
|
]
|
|
globalstate(string) : "Global State to Read"
|
|
triggerstate(choices) : "Trigger State" : 0 =
|
|
[
|
|
0 : "Off"
|
|
1 : "On"
|
|
2 : "Toggle"
|
|
]
|
|
]
|
|
|
|
// before team selection, engine will cycle thru all camera views whether usable or not to show views of level.
|
|
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/trigger_camera.spr") = 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
|
|
]
|
|
// note: max speed is 2000 or things go wrong
|
|
speed(string) : "Initial Speed" : "0"
|
|
acceleration(string) : "Acceleration units/sec^2" : "500"
|
|
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
|
|
]
|
|
|
|
// makes another trigger point to something different.
|
|
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/trigger_changetarget.spr") = trigger_changetarget : "Trigger Change Target"
|
|
[
|
|
m_iszNewTarget(string) : "New Target"
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_counter : "Trigger counter"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "No Message" : 0
|
|
]
|
|
count(integer) : "Count before activation" : 2
|
|
]
|
|
|
|
// gravity changes player state, will have to be reset to normal as player leaves low friction area.
|
|
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
|
|
[
|
|
gravity(integer) : "Gravity (0.0-1)" : 1
|
|
]
|
|
|
|
@SolidClass base(Targetname, Master, Target) = trigger_hurt : "Trigger player hurt"
|
|
[
|
|
delay(string) : "Delay before trigger" : "0"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Target Once" : 0
|
|
2: "Start Off" : 0
|
|
16: "FireClientOnly" : 0
|
|
32: "TouchClientOnly" : 0
|
|
]
|
|
dmg(integer) : "Damage" : 10
|
|
damagetype(choices) : "Damage Type" : 0 =
|
|
[
|
|
0 : "GENERIC"
|
|
1 : "CRUSH"
|
|
2 : "BULLET"
|
|
4 : "SLASH"
|
|
8 : "BURN"
|
|
16 : "FREEZE"
|
|
32 : "FALL"
|
|
64 : "BLAST"
|
|
128 : "CLUB"
|
|
256 : "SHOCK"
|
|
512 : "SONIC"
|
|
1024 : "ENERGYBEAM"
|
|
16384: "DROWN"
|
|
32768 : "PARALYSE"
|
|
65536 : "NERVEGAS"
|
|
131072 : "POISON"
|
|
262144 : "RADIATION"
|
|
524288 : "DROWNRECOVER"
|
|
1048576 : "CHEMICAL"
|
|
2097152 : "SLOWBURN"
|
|
4194304 : "SLOWFREEZE"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
|
|
[
|
|
wait(integer) : "Delay before reset" : 10
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
|
|
|
|
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Once Only" : 0
|
|
2: "Start Off" : 0
|
|
]
|
|
// speed of ~1000 needed to go up.
|
|
speed(integer) : "Speed of push" : 40
|
|
]
|
|
|
|
@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) size(-8 -8 -8, 8 8 8) iconsprite("sprites/CS/trigger_random.spr") = 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) size(-8 -8 -8, 8 8 8) iconsprite("sprites/CS/trigger_random.spr") = trigger_random_time : "Trigger Random Time"
|
|
[
|
|
]
|
|
|
|
// Obsolete: use trigger_ranom with Random flag
|
|
// Unique Trigger Random. Randomly selects an unused trigger.
|
|
@PointClass base(BaseRandom) size(-8 -8 -8, 8 8 8) iconsprite("sprites/CS/trigger_random.spr") = trigger_random_unique : "Trigger Random Unique"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Re-usable" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(Targetname, Targetx) iconsprite("sprites/CS/trigger_relay.spr") = trigger_relay : "Trigger Relay"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Remove On fire" : 0
|
|
]
|
|
triggerstate(choices) : "Trigger State" : 0 =
|
|
[
|
|
0: "Off"
|
|
1: "On"
|
|
2: "Toggle"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport"
|
|
[
|
|
landmark(string) : "Landmark name"
|
|
spawnflags(flags) =
|
|
[
|
|
256: "Keep angles" : 0
|
|
512: "Keep velocity" : 0
|
|
1024: "Redirect velocity with yaw from destination" : 0
|
|
]
|
|
]
|
|
|
|
// Function entities
|
|
@SolidClass = func_bomb_target : "Bomb target zone"
|
|
[
|
|
target(target_destination) : "Target (when bomb blows)"
|
|
strict_touch(choices) : "Touch mode" : 0 =
|
|
[
|
|
0: "Legacy"
|
|
1: "New one (is more strict)"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio"
|
|
[
|
|
health(choices) : "Track #" : -1 =
|
|
[
|
|
-1 : "Stop"
|
|
1 : "Track 1"
|
|
2 : "Track 2"
|
|
3 : "Track 3"
|
|
4 : "Track 4"
|
|
5 : "Track 5"
|
|
6 : "Track 6"
|
|
7 : "Track 7"
|
|
8 : "Track 8"
|
|
9 : "Track 9"
|
|
10 : "Track 10"
|
|
11 : "Track 11"
|
|
12 : "Track 12"
|
|
13 : "Track 13"
|
|
14 : "Track 14"
|
|
15 : "Track 15"
|
|
16 : "Track 16"
|
|
17 : "Track 17"
|
|
18 : "Track 18"
|
|
19 : "Track 19"
|
|
20 : "Track 20"
|
|
21 : "Track 21"
|
|
22 : "Track 22"
|
|
23 : "Track 23"
|
|
24 : "Track 24"
|
|
25 : "Track 25"
|
|
26 : "Track 26"
|
|
27 : "Track 27"
|
|
28 : "Track 28"
|
|
29 : "Track 29"
|
|
30 : "Track 30"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Targetname) = trigger_changelevel : "Trigger Change level"
|
|
[
|
|
map(string) : "New map name"
|
|
landmark(string) : "Landmark name"
|
|
changetarget(target_destination) : "Change Target"
|
|
changedelay(string) : "Delay before change target" : "0"
|
|
percent_of_players(string) : "Percentage of players needed" : 0
|
|
spawnflags(flags) =
|
|
[
|
|
2: "USE Only" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Breakable, RenderFields, ZHLT, TexLightType) = func_breakable : "Breakable Object"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Only Trigger" : 0
|
|
2 : "Touch" : 0
|
|
4 : "Stand on Pressure is buggy" : 0
|
|
256: "Instant Crowbar" : 1
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, Master, Target, RenderFields, Angles, ZHLT, TexLightType) = func_button : "Button"
|
|
[
|
|
speed(integer) : "Speed" : 5
|
|
netname(target_destination) : "Target Path"
|
|
// Path Target overrides Targetted Object
|
|
health(integer) : "Health (shootable if > 0)" : 0
|
|
lip(integer) : "Lip" : 0
|
|
// The number against each sound (except Lightswitch) corresponds to the wav file
|
|
// played. e.g. Buzz (10) plays "buttons/button10.wav".
|
|
sounds(choices) : "Sounds" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Big zap & Warmup"
|
|
2: "Access Denied"
|
|
3: "Access Granted"
|
|
4: "Quick Combolock"
|
|
5: "Power Deadbolt 1"
|
|
6: "Power Deadbolt 2"
|
|
7: "Plunger"
|
|
8: "Small zap"
|
|
9: "Keycard Sound"
|
|
10: "Buzz"
|
|
11: "Buzz Off"
|
|
14: "Lightswitch"
|
|
]
|
|
wait(integer) : "delay before reset (-1 stay)" : 3
|
|
delay(string) : "Delay before trigger" : "0"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Don't move" : 0
|
|
32: "Toggle" : 0
|
|
64: "Sparks" : 0
|
|
256:"Touch Activates": 0
|
|
]
|
|
// see baseclass door sound notes
|
|
locked_sound(choices) : "Locked Sound" : 0 =
|
|
[
|
|
0: "None"
|
|
2: "Access Denied"
|
|
8: "Small zap"
|
|
10: "Buzz"
|
|
11: "Buzz Off"
|
|
12: "Latch Locked"
|
|
]
|
|
unlocked_sound(choices) : "Unlocked Sound" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Big zap & Warmup"
|
|
3: "Access Granted"
|
|
4: "Quick Combolock"
|
|
5: "Power Deadbolt 1"
|
|
6: "Power Deadbolt 2"
|
|
7: "Plunger"
|
|
8: "Small zap"
|
|
9: "Keycard Sound"
|
|
10: "Buzz"
|
|
13: "Latch Unlocked"
|
|
14: "Lightswitch"
|
|
]
|
|
locked_sentence(choices) : "Locked Sentence" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Gen. Access Denied"
|
|
2: "Security Lockout"
|
|
3: "Blast Door"
|
|
4: "Fire Door"
|
|
5: "Chemical Door"
|
|
6: "Radiation Door"
|
|
7: "Gen. Containment"
|
|
8: "Maintenance Door"
|
|
9: "Broken Shut Door"
|
|
]
|
|
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Gen. Access Granted"
|
|
2: "Security Disengaged"
|
|
3: "Blast Door"
|
|
4: "Fire Door"
|
|
5: "Chemical Door"
|
|
6: "Radiation Door"
|
|
7: "Gen. Containment"
|
|
8: "Maintenance area"
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass = func_buyzone : "Buy zone"
|
|
[
|
|
team(choices) : "Team" : 0 =
|
|
[
|
|
0: "All teams (unassigned)"
|
|
1: "Terrorist"
|
|
2: "Counter-terrorist"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT, TexLightType) = func_conveyor : "Conveyor Belt"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "No Push" : 0
|
|
2 : "Not Solid" : 0
|
|
]
|
|
speed(string) : "Conveyor Speed" : "100"
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Door, ZHLT, TexLightType) = func_door : "Basic sliding door" []
|
|
|
|
@SolidClass base(Door, Angles, ZHLT, TexLightType) = 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
|
|
]
|
|
// may not work in LINUX system servers.
|
|
@SolidClass = func_escapezone : "Terrorist escape zone" []
|
|
|
|
// friction changes player state, will have to be reset to normal as player leaves low friction area.
|
|
// 0% = No friction, 100% = Normal Friction
|
|
@SolidClass base(RenderFields, ZHLT, Appearflags, TexLightType) = func_friction : "Surface with a change in friction"
|
|
[
|
|
modifier(integer) : "Percentage of standard (0 - 100)" : 15
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType) = func_guntarget : "Moving platform"
|
|
[
|
|
target(target_source) : "First stop target"
|
|
speed(integer) : "Speed (units per second)" : 100
|
|
message(target_source) : "Fire on damage"
|
|
health(integer) : "Damage to Take" : 0
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Global, RenderFields, ZHLT, TexLightType) = func_healthcharger: "Wall health recharger"
|
|
[
|
|
health(integer) : "Healthcharger Capacity" : 50
|
|
dmdelay(integer) : "Recharge delay" : 60
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass = func_hostage_rescue : "Hostage rescue zone" []
|
|
|
|
@SolidClass base(Targetname, RenderFields, ZHLT, TexLightType) = func_illusionary : "Fake Wall/Light"
|
|
[
|
|
skin(choices) : "Contents" : -1 =
|
|
[
|
|
-1: "Empty"
|
|
-3: "water"
|
|
-4: "slime touch drown"
|
|
-5: "lava touch fire death"
|
|
-7: "Volumetric Light"
|
|
-16: "make ladder"
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
// Creates an invisible, climbable field.
|
|
@SolidClass base(Targetname) = func_ladder : "Ladder" []
|
|
|
|
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
|
|
[
|
|
m_flSpread(integer) : "Spread Radius" : 64
|
|
m_iCount(integer) : "Repeat Count" : 1
|
|
m_fControl(Choices) : "Targeting" : 0 =
|
|
[
|
|
0 : "Random"
|
|
1 : "Activator"
|
|
2 : "Table"
|
|
]
|
|
m_iszXController(target_destination) : "X Controller"
|
|
m_iszYController(target_destination) : "Y Controller"
|
|
]
|
|
|
|
// Only partially implemented, some keys don't work properly.
|
|
// NOTE: the continous changing animation can lead to lag.
|
|
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, Appearflags, TexLightType) = 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
|
|
2: "Rope swing" : 0
|
|
8: "Passable" : 0
|
|
16: "Auto-return" : 0
|
|
64: "X Axis" : 0
|
|
128: "Y Axis" : 0
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
// _minlight(integer) : "_minlight" : 0
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT, TexLightType) = 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" : "0"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType, PlatSounds) = 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" : "0"
|
|
]
|
|
|
|
@SolidClass base(Breakable, RenderFields, ZHLT, TexLightType) = func_pushable : "Pushable object"
|
|
[
|
|
size(choices) : "Hull Size" : 0 =
|
|
[
|
|
0: "Point size"
|
|
1: "Player size"
|
|
2: "Big Size"
|
|
3: "Player duck"
|
|
]
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Only Trigger" : 0
|
|
2 : "Broken on touch is buggy" : 0
|
|
4 : "Pressure is buggy" : 0
|
|
128: "Breakable" : 1
|
|
256: "Instant Crowbar" : 1
|
|
]
|
|
friction(integer) : "Friction (0-400)" : 50
|
|
buoyancy(integer) : "Buoyancy" : 20
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Global, RenderFields, ZHLT, TexLightType) = func_recharge: "Battery recharger"
|
|
[
|
|
armorvalue(integer) : "Suitcharger Capacity" : 30
|
|
dmdelay(integer) : "Recharge delay" : 30
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
// Like func_button, except it rotates.
|
|
@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT, TexLightType) = func_rot_button : "RotatingButton"
|
|
[
|
|
delay(string) : "Delay before trigger" : "0"
|
|
// changetarget will change the button's target's TARGET field to the button's changetarget when button is pressed.
|
|
changetarget(target_destination) : "ChangeTarget Name"
|
|
speed(integer) : "Speed" : 50
|
|
health(integer) : "Health (shootable if > 0)" : 0
|
|
// The number against each sound corresponds to the wav file
|
|
// played. e.g. Squeaky (1) plays "buttons/lever1.wav".
|
|
sounds(choices) : "Sounds" : 21 =
|
|
[
|
|
21: "Squeaky"
|
|
22: "Squeaky Pneumatic"
|
|
23: "Ratchet Groan"
|
|
24: "Clean Ratchet"
|
|
25: "Gas Clunk"
|
|
]
|
|
wait(choices) : "Delay before reset" : 3 =
|
|
[
|
|
-1: "Stays pressed"
|
|
3: "3 sec default"
|
|
]
|
|
distance(integer) : "Distance (deg)" : 90
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Not solid" : 0
|
|
2 : "Reverse Dir" : 0
|
|
32: "Toggle" : 0
|
|
64: "Z Axis" : 0
|
|
128: "X Axis" : 0
|
|
256: "Touch Activates": 0
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType) = func_rotating : "Rotating Object"
|
|
[
|
|
speed(integer) : "Rotation Speed" : 0
|
|
volume(integer) : "Volume (10 = loudest)" : 10
|
|
fanfriction(integer) : "Friction (0 - 100%)" : 20
|
|
// The number against each sound corresponds to the wav file
|
|
// played. e.g. Slow Rush (2) plays "fans/fan2.wav".
|
|
sounds(choices) : "Fan Sounds" : 0 =
|
|
[
|
|
0 : "No Sound"
|
|
1 : "Fast Whine"
|
|
2 : "Slow Rush"
|
|
3 : "Medium Rickety"
|
|
4 : "Fast Beating"
|
|
5 : "Slow Smooth"
|
|
]
|
|
// The sound to play while active. This will only be used if "Fan Sounds" is set to "No Sound".
|
|
message(sound) : "WAV Name"
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Start ON" : 0
|
|
2 : "Reverse Direction" : 0
|
|
4 : "Z Axis" : 0
|
|
8 : "X Axis" : 0
|
|
16: "Acc/Dcc" : 0
|
|
32: "Fan Pain" : 0
|
|
64: "Not Solid" : 0
|
|
// This, and the other "radius" settings, only affect the
|
|
// way the Fan Sounds are played; if you set a small radius,
|
|
// the sounds will only be audible near to the fan.
|
|
128: "Small Radius" : 0
|
|
256: "Medium Radius" : 0
|
|
512: "Large Radius" : 1
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
// _minlight(integer) : "_minlight" : 0
|
|
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
|
|
dmg(integer) : "Damage inflicted when blocked" : 0
|
|
]
|
|
|
|
@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tank : "Brush MG Turret"
|
|
[
|
|
bullet(choices) : "Bullets" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "9mm"
|
|
2: "MP5"
|
|
3: "12mm"
|
|
]
|
|
]
|
|
|
|
@SolidClass = func_tankcontrols : "Tank controls"
|
|
[
|
|
target(target_destination) : "Tank entity name"
|
|
]
|
|
|
|
@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tanklaser : "Brush Laser Turret"
|
|
[
|
|
laserentity(target_source) : "env_laser Entity"
|
|
]
|
|
|
|
@SolidClass base(BaseTank, ZHLT, TexLightType) = func_tankmortar : "Brush Mortar Turret"
|
|
[
|
|
iMagnitude(Integer) : "Explosion Magnitude" : 100
|
|
]
|
|
|
|
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
|
|
[
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Trackchange, ZHLT, TexLightType) = func_trackchange : "Train track changing platform"
|
|
[
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT, TexLightType) = func_tracktrain : "Track Train"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "No Pitch (X-rot)" : 0
|
|
2 : "No User Control" : 0
|
|
8 : "Passable" : 0
|
|
]
|
|
target(target_destination) : "First stop target"
|
|
|
|
// if startspeed is not 0, then maybe no train sounds
|
|
//
|
|
// The number against each sound corresponds to the wav file
|
|
// played. e.g. Rail 1 plays "plats/ttrain1.wav".
|
|
sounds(choices) : "Sound" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Rail 1"
|
|
2: "Rail 2"
|
|
3: "Rail 3"
|
|
4: "Rail 4"
|
|
5: "Rail 6"
|
|
6: "Rail 7"
|
|
]
|
|
|
|
// distance between wheels relates to stability in turns
|
|
wheels(integer) : "Distance between the wheels" : 50
|
|
|
|
// relates to how high above track ORIGIN brush for train runs.
|
|
height(integer) : "Height above track" : 4
|
|
|
|
// note: max speed is >2000 or things go wrong
|
|
// and if startspeed is not 0, then maybe no train sounds
|
|
|
|
startspeed(integer) : "Initial speed" : 0
|
|
speed(integer) : "Speed (units per second)" : 64
|
|
dmg(integer) : "Damage on crush" : 0
|
|
volume(integer) : "Volume (10 = loudest)" : 10
|
|
|
|
// stabilty of turn Banking depends on distance between wheels
|
|
bank(string) : "Bank angle on turns" : "0"
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
// A func_train will not be rendered correctly once it has gone about
|
|
// 4096 units from its spawn position (ie where it sits in worldcraft
|
|
// space). An invisible func_train will still be correctly moving
|
|
// around your train path, it is only the visible piece of the train
|
|
// that gets 'stuck'.
|
|
// So try having your train sitting in the middle of worldcraft's
|
|
// space when you compile the level.
|
|
// (note- a func_train gets its lighting info from where it sits when compiled)
|
|
@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType) = func_train : "Moving platform"
|
|
[
|
|
target(target_source) : "First stop target"
|
|
movesnd(choices) : "Move Sound" : 0 =
|
|
[
|
|
0: "No Sound"
|
|
1: "big elev 1" // plats/bigmove1.wav
|
|
2: "big elev 2" // plats/bigmove2.wav
|
|
3: "tech elev 1" // plats/elevmove1.wav
|
|
4: "tech elev 2" // plats/elevmove2.wav
|
|
5: "tech elev 3" // plats/elevmove3.wav
|
|
6: "freight elev 1" // plats/freightmove1.wav
|
|
7: "freight elev 2" // plats/freightmove2.wav
|
|
8: "heavy elev" // plats/heavymove1.wav
|
|
9: "rack elev" // plats/rackmove1.wav
|
|
10: "rail elev" // plats/railmove1.wav
|
|
11: "squeek elev" // plats/squeekmove1.wav
|
|
12: "odd elev 1" // plats/talkmove1.wav
|
|
13: "odd elev 2" // plats/talkmove2.wav
|
|
]
|
|
stopsnd(choices) : "Stop Sound" : 0 =
|
|
[
|
|
0: "No Sound"
|
|
1: "big elev stop1" // plats/bigstop1.wav
|
|
2: "big elev stop2" // plats/bigstop2.wav
|
|
3: "freight elev stop" // plats/freightstop1.wav
|
|
4: "heavy elev stop" // plats/heavystop2.wav
|
|
5: "rack stop" // plats/rackstop1.wav
|
|
6: "rail stop" // plats/railstop1.wav
|
|
7: "squeek stop" // plats/squeekstop1.wav
|
|
8: "quick stop" // plats/talkstop1.wav
|
|
]
|
|
|
|
// note: max speed is 2000 or things go wrong
|
|
speed(integer) : "Speed (units per second)" : 64
|
|
|
|
// avelocity is fixed speed of tumbling, cannot be changed in play
|
|
avelocity(string) : "Angular velocity (X Y Z)" : "0 0 0"
|
|
dmg(integer) : "Damage on crush" : 0
|
|
skin(choices) : "Contents (if not solid)" : 0 =
|
|
[
|
|
0: "default"
|
|
-1: "if non solid Empty"
|
|
-3: "if non solid swimable water"
|
|
|
|
// odd slime, lava and ladder can be used, but do not behave as other slime,lava,ladders.
|
|
-4: "if non solid odd slime"
|
|
-5: "if non solid odd lava"
|
|
-7: "if non solid Volumetric Light"
|
|
-16: "if non solid odd ladder"
|
|
]
|
|
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
|
|
spawnflags(flags) =
|
|
[
|
|
8 : "Not solid" : 0
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
]
|
|
|
|
@SolidClass = func_traincontrols : "Train Controls"
|
|
[
|
|
target(target_destination) : "Train Name"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Angles, RenderFields, ZHLT, TexLightType) = func_vehicle : "Drivable Vehicles"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "No Pitch (X-rot)" : 0
|
|
2 : "No User Control" : 0
|
|
8 : "Passable" : 0
|
|
]
|
|
target(target_destination) : "First stop target"
|
|
sounds(choices) : "Sound" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Vehicle 1"
|
|
2: "Vehicle 2"
|
|
3: "Vehicle 3"
|
|
4: "Vehicle 4"
|
|
5: "Vehicle 6"
|
|
6: "Vehicle 7"
|
|
]
|
|
length(integer) : "Length of the vehicle" : 256
|
|
width(integer) : "Width of the vehicle" : 128
|
|
height(integer) : "Height above track" : 4
|
|
// note: max speed is 2000 or things go wrong
|
|
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" : "0"
|
|
]
|
|
|
|
@SolidClass = func_vehiclecontrols : "Vehicle Controls"
|
|
[
|
|
target(target_destination) : "Vehicle Name"
|
|
]
|
|
|
|
@SolidClass = func_vip_safetyzone : "VIP safety zone" []
|
|
|
|
// style parameter added by Dmitrich! (ZHLT 2.5.3-1.7 supports it now).
|
|
@SolidClass base(Targetname, Global, RenderFields, ZHLT, TexLightType, Appearflags) = func_wall : "Wall"
|
|
[
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
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"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Starts Invisible" : 0
|
|
8 : "Not Solid" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Door) = func_water : "Liquid"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Starts Open" : 0
|
|
256: "Use Only" : 0
|
|
]
|
|
skin(choices) : "Contents" : -3 =
|
|
[
|
|
-1: "Empty"
|
|
-3: "Water"
|
|
-4: "Slime"
|
|
-5: "Lava"
|
|
-16: "ladder (only with non ! texture)"
|
|
]
|
|
WaveHeight(string) : "Wave Height" : "0"
|
|
]
|
|
|
|
// Miscellaneous entities
|
|
@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Use Activates" : 1
|
|
2: "Start On" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Starts Open" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
|
|
[
|
|
target(target_destination) : "Targetted object"
|
|
speed(integer) : "Speed" : 50
|
|
sounds(choices) : "Sounds" : 0 =
|
|
[
|
|
0: "None"
|
|
1: "Big zap & Warmup"
|
|
2: "Access Denied"
|
|
3: "Access Granted"
|
|
4: "Quick Combolock"
|
|
5: "Power Deadbolt 1"
|
|
6: "Power Deadbolt 2"
|
|
7: "Plunger"
|
|
8: "Small zap"
|
|
9: "Keycard Sound"
|
|
21: "Squeaky"
|
|
22: "Squeaky Pneumatic"
|
|
23: "Ratchet Groan"
|
|
24: "Clean Ratchet"
|
|
25: "Gas Clunk"
|
|
]
|
|
distance(integer) : "Distance (deg)" : 90
|
|
returnspeed(integer) : "Auto-return speed" : 0
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Door Hack" : 0
|
|
2: "Not useable" : 0
|
|
16: "Auto Return" : 0
|
|
64: "X Axis" : 0
|
|
128: "Y Axis" : 0
|
|
]
|
|
_minlight(string) : "Minimum light level" : "0"
|
|
// _minlight(integer) : "_minlight" : "0"
|
|
]
|
|
|
|
// added by Dmitrich! - February 21, 2004 ;-)
|
|
@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []
|
|
|
|
// Set the origin of an entity dynamically
|
|
@PointClass base(Targetname, Target) size(-8 -8 -8, 8 8 8) iconsprite("sprites/CS/trigger_setorigin.spr") = 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"
|
|
]
|
|
]
|
|
|
|
@PointClass base(ArmouryEntity) size(-16 -16 0, 16 16 16) iconsprite("sprites/CS/armoury_entity.spr") = item_airbox : "Items in the armoury and float in the air"
|
|
[
|
|
angles(string) : "Pitch Yaw Roll (X Y Z)" : "-90 0 0"
|
|
avelocity(string) : "Angular velocity (X Y Z)" : "0 150 0"
|
|
flyup(string) : "Speed fly up" : "5"
|
|
delay(string) : "Delay before fly down" : "1"
|
|
sprite_model(string) : "Sprite Name " : ""
|
|
sprite_renderfx(choices) :"Sprite 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 (Sprites)"
|
|
15: "Distort (Models)"
|
|
16: "Hologram (Distort + fade)"
|
|
17: "Dead Player"
|
|
18: "Explode"
|
|
19: "Glow Shell"
|
|
20 : "Clamp Min Scale"
|
|
21 : "Light Multiplier"
|
|
]
|
|
sprite_rendermode(choices) : "Sprite Render Mode" : 0 =
|
|
[
|
|
0: "Normal - no light"
|
|
1: "Pure Color"
|
|
2: "Texture - some light"
|
|
3: "Glow (sprites only)"
|
|
4: "Solid - no light"
|
|
5: "Additive"
|
|
]
|
|
sprite_renderamt(integer) : "Sprite FX Amount (1 - 255)" : 255
|
|
sprite_rendercolor(color255) : "Sprite FX Color (R G B)" : "0 0 0"
|
|
sprite_scale(string) : "Sprite scale" : "1.0"
|
|
sprite_framerate(string) : "Sprite framerate" : "10"
|
|
]
|
|
|
|
@BaseClass base(Targetname) = BaseCommand
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "No reset cmd on remove an entity or change level" : 0
|
|
]
|
|
]
|
|
|
|
@PointClass base(BaseCommand) size(-8 -8 -8, 8 8 8) = point_servercommand : "It issues commands to the server console"
|
|
[
|
|
]
|
|
|
|
@PointClass base(BaseCommand) size(-8 -8 -8, 8 8 8) = point_clientcommand : "It issues commands to the client console"
|
|
[
|
|
]
|