ReGameDLL_CS/regamedll/extra/Toolkit/GameDefinitionFile/regamedll-cs.fgd
s1lent fcb597613b
Make restartable for func_healthcharger and func_recharge entities
Fix bug related to field "dmdelay" doesn't work properly
2019-08-11 21:12:36 +07:00

3044 lines
93 KiB
Plaintext

// -----------------------------------------------------------------------
// Counter-Strike game definition file (.fgd)
// Version 0.9.0.0
// Valve Hammer Editor >= 3.5
// Last update: September 25th, 2016
// -----------------------------------------------------------------------
// Based on FGD 0.8.0.0 by Dmitrich!
//
// Full compatibility with https://github.com/s1lentq/ReGameDLL_CS
// -----------------------------------------------------------------------
// September 25th, 2016 - s1lent (0.9.0.0)
// - Removed xen entities.
// - Added iconsprite for entity game_zone_player
// - Added new spawnflags for trigger_auto, trigger_once, func_door
// -----------------------------------------------------------------------
//
//
//
//
//
//
// --------------------------------------------------------------------------------
// HISTORY CHANGELOG
// --------------------------------------------------------------------------------
// February 21, 2004 - Dmitrich! (0.8.0.0)
// - updated properties of info_compile_parameters (now supports all features of ZHLT 2.5.3-1.7)
// - added info_texlights entity (supported by ZHLT 2.5.3-1.7)
// - updated with studio() references to enable model display
// in 3D view in Hammer 3.5b (entities: cycler, cycler_sprite)
// - added @BaseClass = Sequence (for model animation support)
// - added style parameter to func_wall (texlights on func_wall can now
// pulse, flicker, and switch on and off. Works only with ZHLT 2.5.3-1.7 & above).
// -----------------------------------------------------------------------
// June 15, 2003 - tommy (0.7.9.2e)
// - Added flag 2 to trigger_multiple for no player activation for soccer maps.
// - Style property commented out for triggers, seems to serve no purpose.
// - Added light style 12 underwater weird - buggy. not really a light source.
// - Added to func_pushable choice 2, breakable by player touch - buggy
// -----------------------------------------------------------------------
// January 21st, 2003 - KeshTath (0.7.9.2)
// - Added weapon_shieldgun to game_player_equip.
// - Added weapon_galil to game_player_equip.
// - Added weapon_famas to game_player_equip.
// NOTE: You cannot add any of the new weapons to the armoury_entity, They did not
// put in any code to allow you to add the UMP, SG550 or any of the new 1.6 weapons.
//-----------------------------------------------------------------------
// Oct 7th, 2002 - tommy (0.7.8.1)
// added Lauries new entity properties for switchable texture lighting
//------------------------------------------------------------------------------
// Aug 19th, 2002 - tommy (0.7.8enhanced)
// - fixed env_blood choices
// -----------------------------------------------------------------------------
// Aug 11th, 2002 - tommy (0.7.8enhanced)
// - added editing sprites for: monster_cycler, cycler_wreckage, env_beam, env_blood, env_explosion
// env_glow, env_fade, env_laser, env_render, env_sprite, env_smoke, gibshooter, path_track, path_corner.
// --------------------------------------------------------------------------------
// Aug 2nd, 2002 - tommy (0.7.8enhanced)
// - added sound choices to base trigger copied from button sound choices.
// - added body choice for use with scientist.mdl to hostage entity.
// - added sequence(string) to cycler_sprite to give control over model animations.
// - fixed some comment errors, also modified and added more to some entitys.
// --------------------------------------------------------------------------------
// April 29th, 2002 - tommy (0.7.8enhanced)
// - added notes on various entitys and choices from Lauri of Spirit of HL and from Waldo's
// various notes on DoD and CS fgds, as well as my own.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycler_wreckage,
// - env_fog upgraded to the choices/abilities other mods use, in case CS upgrades to full fog someday.
// - added property of "shade"(_diffuse_light) to light enviornment for adam foster's hack of HLRAD, so that
// shadows can be given a specific color.
// - added skins for "water" (-3), "slime" (-4), "lava" (-5) and "make ladder" (-16) to func_illusionary
// - added spawnflags "only trigger" (1) and "pressure" (4) to func_pushable as other ways to break it.
// - gave func_train ALL the same skins as func_illusionary & func_water, even though the skins work oddly for a train.
// - added skins "empty" (-1) and "ladder" (-16) to func_water. note "ladder" only works with non ! textures.
//-----------------------------------------------------------------------
// April 7th, 2002 - fjl (0.7.8)
// - Global baseclass is a single player map option. The following baseclasses and
// entities listed could support it so I added it to them.
// BASECLASSES: Breakable, door, Basetank and Trackchange
// SOLID ENTITIES func_button, func_conveyor, func_pendulum, func_plat,
// func_rot_button, func_rotating, func_tracktrain, func_train and func_wall
// - Added Master(string) to Basetank baseclass.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycle, cycler_sprite & button_target.
// - Added the Appearflags("Not in Deathmatch") option to these listed entities and
// baseclasses that where missing that parameter.
// BASECLASSES: playerclass, door
// ENTITIES: func_friction, func_pendulum, func_wall, infodecal
// - Gave func_breakable the ability to spawn a battery, healthkit or shotgun
// shells upon breaking. This options works a bit buggy since the spawned items
// will continue to respawn on its own after its been picked up. If the
// func_breakable is given a name, it will have the same effect as a
// MonsterMaker by spawning the object each time its triggered.
// Use this option wisely or only for single player maps.
// - Added missing ZHLT options to func_friction.
// - Added the "Instant Crowbar" flag to func_pushable. Not that this option is
// usable for this mod, but I added it so whoever does the next Half-Life FGD
// update, realizes that it supports that option.
// - Added missing Renderfields baseclass to func_rot_button.
// - Changed func_rotate to default to a speed of 50 instead of 0.
// - Added item_healthkit to game_player_equip.
// - Added ammo for the M249 Para on game_player_equip. Thanks to [B.o.G]doom for
// this information.
// - Added some extra information to the game_player_equip entity.
// - Added character limit number for the "game_text" entity on its message string.
// - Added "Renderfields" baseclass to hostage_entity. This allows the option for
// hostages to be transparent, distorted, flickering or any of those other effects.
// - Added "Renderfields" baseclass to item_healthkit, item_longjump and item_battery.
// - Fixed light_spot bug where its default color was yellow instead of white.
// - Gave Light_Environment the "Initially Dark" flag.
// - Added "Appearance" effects to light_environment. This allows light_environment
// to have the strobe and flicker light effects just incase you want to give
// players an epileptic seizure while they play your map :)
// Appearance's effect will not work if light_environment is given a name.
// - Added "Custom Appearance" to light_environment. This option does require the
// entity to have a name for it to work.
// - Added the "target" field to light_environment. Add the light_environment
// entity, and in the target field, add the name of its target(another entity).
// Light_environment will now emit light in that direction from all sky brushes.
// This should save time from trying to figure out the annoying angles and pitches.
// - Added monster_scientist entity. Works the same as hostage_entity except that
// it uses the scientist model. The scientist type(luther, einstein, etc.) is
// also selectable. While it is possible to change hostage_entity into the
// scientist model, a specific scientist type is not selectable.
// Only monster_scientist has that option, which is why I added it.
// - Added the sprite color to the multisource and multi_manager entities so they
// are the same as Half-Life's FGD.
// - Added "Global State Master" to trigger_auto.
// - Fixed bug on trigger_counter, where field options repeated themselves.
// This same bug seems to be plaguing all the other FGD's. Whoever plans to
// updates those other FGD files should take note of it.
// - Added "Level Fade In" and "CD track to play" to WorldSpawn. These options
// should only be used for single player maps.
// - Changed the baseclass name, zhltlightflags to ZHLT.
// - Rearranged some of the entities code so that the most common fields and
// options come before the other options. It was annoying having to scroll to
// the bottom just to find out what some of them trigger or what their names are.
// The Name of the entity should always come first and the other important
// options right after. Something in the fashion listed below, that is, if they
// contain those fields.
// ------------------------
// Name
// Global Entity Name
// Master
// Target
// Trigger delay
// Pitch Yaw Roll (X Y Z)
// Render FX
// Render Mode
// FX Amount(1 - 255)
// FX Color (R G B)
// Light Flags (ZHLT 2.2+)
// Light Origin (ZHLT 2.2+)
// ------------------------
// Not all of them are exactly in this order since that would require re-writing
// the whole FGD file, but I did manage to rearrange them to some extent for the
// following baseclasses and entities listed below.
// BASECLASSES: breakable, gibshooterbase and trigger
// ENTITIES: env_sprite, func_button, func_door_rotating, func_pendulum,
// func_platrot, func_rot_button, func_rotating, func_tracktrain, func_vehicle,
// game_counter, game_counter_set, game_player_hurt, game_player_team,
// info_teleport_destination, light, momentary_rot_button, path_track,
// trigger_camera, trigger_changetarget, trigger_counter, trigger_hurt entities
// and xen entities
// - In order to help with the rearranging of the fields(read previous sentence), I
// had to create a Master Baseclass. These are the following baseclasses and
// entities that I removed the Master string from their code and replaced it with
// the Master baseclass.
// BASECLASSES: door and trigger
// ENTITIES: game_counter, game_counter_set, game_score, game_team_master,
// game_text, game_zone_player, trigger_hurt, func_button, func_rot_button,
// button_target and momentary_rot_button
// - Added some extra information to Basetank baseclass and func_rot_button entity.
// - Put line codes for trigger_gravity, func_wall, func_wall_toggle and func_water
// entities in alphabetical order.
// - Added some extra info to the previous update list and fixed some spelling errors.
// - Updated once again, "cs_fgd_readme.txt" and "INSTALL.TxT"
// -----------------------------------------------------------------------
// March 16th, 2002 - fjl (0.7.7)
// - Added the "New Level Unit" Option on WorldSpawn.
// - Added "weapon" baseclass.
// - Added "Appearflags" baseclass.
// - Added "Global" baseclass.
// - Changed ZHLT _fade option to default to 1.0 instead of 0
// - Changed ZHLT _falloff option to have a choice of "default," "linear," and "square."
// - Removed the zhlt_lightflags choices from the "breakable" baseclass. It didn't need it.
// - Added "Opaque + Concave Fix" to zhlt_lightflags.
// - Changed IS NOT LOOPED to NOT TOGGLED on ambient_generic
// - Removed ZHLT from func_wall_toggle. It caused ZHLT options to repeat.
// - Added a Targetname and ZHLT _fade and _falloff options to light_environment.
// - Changed light_environment so it defaults to an angle of 270 and pitch of -90.
// Similar to high noon sunlight.
// - Added the ZHLT _fade and _falloff options for light_spot.
// - Changed all light entities to start with a white brightness(255 255 255 200)
// instead of the annoying yellow color(255 255 128 200).
// - Added "Angular Velocity" to func_train. Angle does not reset with a new round.
// Hopefully VALVe will fix this in the future.
// - Changed trigger_gravity to display "Gravity (0.0-1)" instead of "Gravity (0-1)"
// - Added cycler entity.
// - Added cycler_wreckage. Seems its just a big smoke sprite used for machine wrecks
// so I edited it to not show the targetted sprite by default. If it does show the
// sprite, it will simply look like a sprite stuck inside the smoke stack. It was
// best to make it invisible. If a bigger sprite is used like say 320hud1.spr there
// will be a more spread out smoke stack. Bigger sprite = wider smoke stack.
// - Added env_fade.
// - Added env_fog in hopes to get VALVe to implement it for this mod and make it
// compatible for software and direct3d modes. Currently doesn't work with
// Counter-Strike version 1.3
// LIMITATIONS:
// Currently (as of Half-Life 1.1.0.8), objects outside of the 100% opacity range
// are still drawn and still contribute to the overall polygon count. This entity is
// still quite under development.
// The fog is only drawn in OpenGL mode. This means users who are viewing the level
// in Software or Direct3D rendering will not see the fog. For this reason, if you
// plan on releasing your map publicly, the env_fog entity should not be used as it
// will put OpenGL users at a disadvantage.
// - Added func_guntarget.
// - Added func_recharge and func_healthcharger. Currently the dmdelay,
// "Deathmatch recharge delay" does not work with CS 1.3. Hopefully
// this will be fixed in the future.
// - Added func_tanklaser
// - Removed func_tankrocket seeing as how CS cannot support the rocket entity.
// - Added all missing weapons for game_player_equip plus added item_longjump &
// item_battery including all weapon ammo. Almost did a complete re-write to this
// entity to make it alot easier to use. I just can't figure out nightvision goggles
// and ammo for the para. If you figure it out, please contact me. I would advice
// using this item to give players the longjump or the battery wisely. Those items
// do not magically dissapear like all the others. They will remain even after
// a round ends. Also, You can't give all weapons and items at one time. SO DON'T TRY!
// - Added gibshooter entity.
// - Added item_longjump, item_battery and item_healthkit entities. These respawn
// like in HL deathmatch. They might be a bit buggy though.
// - Added xen entities.
// - Rearranged the update list so the latest additions are on top.
// - Updated the "readme.txt" that comes with the zip file and renamed it to
// "cs_fgd_readme.txt" so it will not over write Worldcraft's "readme.txt" file.
// - Created an "install.txt" for the zip file.
// - Created a single player FGD file for anyone wanting to create training maps.
// It contains the level transition entities required to make such maps. Plus it
// contains many other entities that have some type of use on single player maps but
// are not supported for multiplayer maps. The file is named "cs-single_player.fgd"
// and it MUST be used alongside this FGD file. Read that FGD file to learn more.
//
// Jan 26, 2001 - Tim Holt (0.7.6)
// - Added "No Clients" check option to Trigger base class per suggestion/lead
// from Mataleone (cs mapping forum)
//-----------------------------------------------------------------------
// Jan 6, 2001 - Tim Holt (0.7.5)
// - Added new parameter options for game_player_equip to list all
// CS items in dialog, thus removing the need to turn off SmartEdit
// to configure.
// - Added new sprite for trigger_auto (green box with words "Trigger Auto")
//-----------------------------------------------------------------------
// 01/05/2001 - Morlam (0.7.4)
// - Added _fade and _falloff keys to the light_ entities. Need ZHLT 2.2+
// for these to work.
// - Added light_origin key to the ZHLT Light Flags BaseClass. Again, you
// need the latest version of Zoner's Tools for light_origin to work.
// - Moved circus and extra from the "Class Info" tab to the "Flags" tab.
// - Shortened the SmartEdit names of certain key/values in info_compile_params
// so that they aren't cut off (at least, on my 800X600 screen on a 15 inch
// monitor).
//
// 01/04/2001 - Morlam (0.7.3)
// - Arranged all the point entities in alphabetical order
// - Corrected a typo in hostage_entity: "Orange Suit Worker" from
// "Orange Suite Worker".
// - Changed func_water default WaveHeight to 0
// - Added ZHLT Light Flags to func_plat, _pendulum and _vehicle
// - Under info_compile_params:
// - Changed extra to choices instead of a string; default is now 0
// - Changed extra to read: "Enable Extra mode in HLRAD?"
// - Added hullfile, chop, texchop, circus, and dscale keys
// - Added "No Clip" flag under Run BSP in the spawnflags
// - Under info_lights_rad:
// - added radfile key/value, specifies custom texture light file
//-----------------------------------------------------------------------
// 01/01/2001 - Tim Holt (0.7.2)
// - Added new dropdown to hostage entity, so you can choose hostage skin
// directly by name (orange suit guy or tie guy)
// - Removed commented out "master" option for game_zone_player. It was
// commented out from the original HL FGD for some reason. Not sure why
// or if maybe there is a problem with it?
//-----------------------------------------------------------------------
// 12/31/2000 - Tim Holt (0.7.1)
// - Added new sprites for all the Game entities
// - Added new sprite for Player Weapon Strip
// - Added new sprite for Trigger_Relay
// - Added new sprite for Trigger_ChangeTarget
//-----------------------------------------------------------------------
// Original changes by Tim Holt (0.7.0)
// - Added new Trigger Changetarget sprite (green cube w/words)
// - Added new Info Target sprite (bullseye)
// - Added new trigger_camera sprite (Video camera)
// - Added new Multi Manager sprite (box w/arrows coming out of it)
// - Added new "Cycler Sprite" sprite (box w/arrow circle around it)
// - Added replacement ambient_generic sprite (changed from speaker to speaker
// with words "Ambient Generic" around it")
// - Added replacement env_sound sprite (changed from speaker to speaker
// with words "Env Sound" around it")
// - Added replacement light_spot sprite (changed from lightbulb to spotlight)
// - Added replacement Light Environment sprite (changed from lightbulb to sun)
// - Added all the "game_*" entities
// - Added info_compile_params and info_lights_rad entities. Idea is to
// get someone like Zoner to implement support for them in Zoners, or
// build support for them into a compile tool like Q2Beaver, HLCC, etc.
// - Added env_funnel
// - Added trigger_gravity
// - Added player_weaponstrip
// - Put Zoners RAD option (that allow solid (func_) based ents to cast
// shadows) into a number of new additional items that can support it.
// Use with caution, as for example a func_pushable can cast a shadow now,
// but if you push it, the shadow stays behind :^)
//
// --------------------------------------------------------------------------------
//
// ---------------------------------------------------------------------------------
// Note: I have not fully tested the support of ALL the game_ entities in
// CS. I DO know that some work thru experimentation. Let me know if you
// find interesting things about these little known and used entities in CS.
// ---------------------------------------------------------------------------------
// Worldspawn
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 0
light(integer) : "Default light level" : 0
WaveHeight(string) : "Default Wave Height" : "0"
MaxRange(string) : "Max viewable distance" : "4096"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
]
// BaseClasses
// 4 lines below added by Dmitrich! February 21, 2004 ;-)
@BaseClass = Sequence
[
sequence(integer) : "Animation Sequence (editor)"
]
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (X Y Z)" : "0 0 0"
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = Master
[
master(string) : "Master"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass base(Target) = Targetx
[
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"
]
// 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(studio) : "Model / Sprite" : ""
sequence(string) : "Animation # sequence (Models only)" : ""
framerate(integer) : "Frames per second" : 10
]
@PointClass sprite() base(Targetname, Angles, RenderFields) size(-4 -4 -4, 4 4 4) iconsprite("sprites/CS/cycler_wreckage.spr") = cycler_wreckage : "Wreckage"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/dot.spr"
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
]
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 (762nato)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_galil (choices) : "CS 1.6 Galil (556natobox)" : 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 (Fill Glock 18)"
4: "4 Clips (Fill Elites, MP5 & TMP)"
]
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 (Fill USP45)"
5: "5 Clips"
6: "6 Clips"
7: "7 Clips"
8: "8 Clips (Fill Mac-10)"
9: "9 Clips (Fill UMP 45)"
]
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 (Fill Scout & G3/S-G1)"
3: "3 Clips (Fill AK-47)"
]
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"
]
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(string) : "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_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" []
// 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" []
// Function entities
@SolidClass = func_bomb_target : "Bomb target zone"
[
target(target_destination) : "Target (when bomb blows)"
]
@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) : "Deathmatch 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) : "Deathmatch 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
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"
[
]