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- // Spirit of Half-Life v1.8 FGD
- // For WorldCraft 3.5+ and Half-Life 1.1.0.8+
- // Last update: 9th March 2008
- // Created by Laurie Cheers - http://www.bearkey.com/?laurie
- // Additions by Shambler Team - http://shamteam.cbi.ru/
- // Additions by Killar - http://www.bearkey.com/?killar
- // Additions by Confused - http://www.bearkey.com/?confused
- // Additions by Mike - http://www.bearkey.com/?mike2k
- // Additions by ytiAdmin - http://www.bearkey.com/?ytiadmin
- // Additions by DeathWish - http://www.bearkey.com/?deathwish
- // In textpad use regular expression ^[\t ]*//.*\n to remove ALL comments
- //INFO
- //
- // For any "target" type value, you can use a "+" or "-" prefix to
- // specify that the target should be turned on or off, respectively.
- // (e.g. suppose you have an entity which targets "mylight". If you tell it
- // to target "+mylight" instead, then it will only turn the light on, never
- // off.)
- // Similarly, for any Master, you can invert the master relationship (that
- // is, you can disable the entity whenever the master <u>is</u> on) by
- // adding a tilde (~) at the start of the master's name.
- //
- // When testing your level, it's sometimes helpful to be able to trigger
- // entities manually. To trigger an entity named "mydoor", you can simply
- // type "fire mydoor" at the console.
- // Similarly, if you just type "fire", you will trigger whatever entity the
- // player is aiming at.
- // NB: this command will only work if sv_cheats is set to 1.
- //
- //ENDS
- //
- // Worldspawn
- //
- //* Edit Worldspawn's properties from the map menu ["Map \ Map Properties..."]
- @SolidClass = worldspawn : "World entity"
- [
- message(string) : "Map Description / Title"
- skyname(string) : "environment map (cl_skyname)"
- sounds(integer) : "CD track to play" : 1
- light(integer) : "Default light level"
- WaveHeight(string) : "Default Wave Height" : "0.0"
- MaxRange(string) : "Max viewable distance" : "4096"
- chaptertitle(string) : "Chapter Title Message"
- startdark(choices) : "Level Fade In" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- gametitle(choices) : "Display 'Half-Life' title?" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- newunit(choices) : "Flush global entities?" : 0 =
- [
- 0 : "No, keep global ents"
- 1 : "Yes, flush global ents"
- ]
- mapteams(string) : "Map Team List"
- defaultteam(choices) : "Default Team" : 0 =
- [
- 0 : "Fewest Players"
- 1 : "First Team"
- ]
- //NEW 0.3
- //* Yes means the player will start this level wearing an HEV suit.
- startsuit(choices) : "HEV from start" =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- //NEW 0.4
- //* Yes means that monsters will appear in multiplayer games. This has no effect in a single player level.
- allowmonsters(choices) : "Allow Monsters (MP only)" =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- //NEW 1.4
- // Yes means the player may Gauss Jump in singleplayer. This has no effect in a multi player level.
- allow_sp_gjump(choices) : "Allow SP Gauss Jump" =
- [
- 0 : "No (Default)"
- 1 : "Yes"
- ]
- //NEW 1.5
- // Yes means the player continues to take damage from rad/tox/poison even after leaving the area
- timed_damage(choices) : "Enable timed damage rad/tox/poison" : 1 =
- [
- 0 : "No"
- 1 : "Yes (Default)"
- ]
- //NEW 1.5
- // The maximum number of cameras a player is allowed in his inventory at any one time.
- max_cameras(integer) : "Max cameras in players inventory" : 2
- //NEW 1.5
- // The maximum medical kit charge a player can have at one time. Excess is not wasted on picking up a medkit
- max_medkit(integer) : "Max TOTAL medkit charge" : 200
- ]
- //
- // BaseClasses
- //
- @BaseClass = Sequence
- [
- sequence(integer) : "Animation Sequence (editor)"
- ]
- //* "ZHLTReference.html" (included with the ZHLT Distribution) contains information on using these keys.
- @BaseClass = ZHLTLightKeys
- [
- zhlt_lightflags(choices) : "HLRAD Opacity (ZHLT 2.5.1+)" : 0 =
- [
- 0: "Normal (0)"
- 1: "Embedded Fix (1)"
- 2: "Opaque (Blocks light) (2)"
- 3: "Opaque + Embedded Fix (3)"
- 6: "ConcaveFix (6)"
- ]
- light_origin(string) : "Light Origin (ZHLT 2.5.1+)"
- ]
- @BaseClass = ZhltLights
- [
- _fade(integer) : "Fade (ZHLT 2.5.1+)"
- _falloff(choices) : "Falloff (ZHLT 2.5.1+)" : 2 =
- [
- 1: "Inverse Square (1)"
- 2: "Inverse Linear (2)"
- ]
- ]
- @BaseClass = TexLight
- [
- //NEW 1.0
- style(choices) : "Texlight style" : 0 =
- [
- 0 : "Normal (on)"
- 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"
- ]
- ]
- @BaseClass = SwitchTexLight
- [
- //NEW 1.0
- style(choices) : "Texlight style" : 0 =
- [
- 0 : "Normal (on)"
- -1: "Switchable (starts on)"
- -2: "Switchable (starts off)"
- 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"
- ]
- ]
- @BaseClass = Appearflags
- [
- //NEW 0.6
- skill(choices) : "Skill setting" : 0 =
- [
- 0 : "All skills"
- 1 : "Not in easy"
- 2 : "Not in medium"
- 4 : "Not in hard"
- 6 : "Only in easy"
- 5 : "Only in medium"
- 3 : "Only in hard"
- ]
- spawnflags(Flags) =
- [
- 2048 : "Not in Deathmatch" : 0
- ]
- ]
- @BaseClass = Angles
- [
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
- @BaseClass = Targetname
- [
- targetname(target_source) : "Name"
- ]
- @BaseClass = Target
- [
- target(target_destination) : "Target"
- ]
- @BaseClass = MoveWith
- [
- //NEW 0.3
- movewith(target_destination) : "Moves with"
- ]
- @BaseClass = Master
- [
- master(string) : "Master"
- ]
- @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Angles, Appearflags) = Weapon
- [
- master(string) : "Item Lock Master"
- ]
- @BaseClass base(Weapon) color(80 0 200) = Ammo []
- @BaseClass = Global
- [
- globalname(string) : "Global Entity Name"
- ]
- @BaseClass = Delay
- [
- delay(string) : "Delay before trigger" : "0"
- ]
- @BaseClass = Killtarget
- [
- killtarget(target_destination) : "KillTarget"
- ]
- @BaseClass base(Target, Delay, Killtarget) = Targetx []
- @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"
- 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"
- //* This setting 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.
- 18: "Bulge Sideways (Models)"
- //* Quite pretty. As seen in Valve's mod Deathmatch Classic.
- 19: "Glowing Aura (Models)"
- //NEW 1.0
- //* Draw a reflection under this model's feet.
- 21: "Reflection (Models)"
- //NEW 1.4
- 22: "Entity in PVS"
- ]
- ]
- @BaseClass = RenderMode
- [
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- //* 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"
- //* 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"
- //* 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"
- ]
- ]
- @BaseClass base(RenderFxChoices, RenderMode) = RenderFields
- [
- renderamt(integer) : "FX Amount (1 - 255)" : 0
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
- @BaseClass base(RenderFxChoices, RenderMode) = RenderFieldsMax
- [
- renderamt(integer) : "FX Amount (1 - 255)" : 255
- rendercolor(color255) : "FX Color (R G B)" : "255 255 255"
- ]
- @BaseClass = LockSounds
- [
- //* The locked sound & sentence will be played if:
- //* 1) The player walks into a door which has a name. (and Force Touchable isn't selected.)
- //* 2) A door/button with a master gets activated, but the master is disabled.
- //*
- //* The number against each sound corresponds to the wav file played.
- //* e.g. Buzz (10) plays "buttons/button10.wav".
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0 : "None"
- 2 : "Access Denied (2)"
- 8 : "Small zap (8)"
- 10: "Buzz (10)"
- 11: "Buzz Off (11)"
- 12: "Latch Locked (12)"
- ]
- //* 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".
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0 : "None"
- 1 : "Big zap & Warmup (1)"
- 3 : "Access Granted (3)"
- 4 : "Quick Combolock (4)"
- 5 : "Power Deadbolt 1 (5)"
- 6 : "Power Deadbolt 2 (6)"
- 7 : "Plunger (7)"
- 8 : "Small zap (8)"
- 9 : "Keycard Sound (9)"
- 10: "Buzz (10)"
- 13: "Latch Unlocked (13)"
- 14: "Lightswitch"
- ]
- //* The letters correspond to the sentence group played (see sound/sentences.txt);
- //* e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3.
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied (NA)"
- 2: "Security Lockout (ND)"
- 3: "Blast Door (NF)"
- 4: "Fire Door (NFIRE)"
- 5: "Chemical Door (NCHEM)"
- 6: "Radiation Door (NRAD)"
- 7: "Gen. Containment (NCON)"
- 8: "Maintenance Door (NH)"
- 9: "Broken Shut Door (NG)"
- ]
- //* The letters correspond to the sentence group played (see sound/sentences.txt);
- //* e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3.
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted (EA)"
- 2: "Security Disengaged (ED)"
- 3: "Blast Door (EF)"
- 4: "Fire Door (EFIRE)"
- 5: "Chemical Door (ECHEM)"
- 6: "Radiation Door (ERAD)"
- 7: "Gen. Containment (ECON)"
- 8: "Maintenance area (EH)"
- ]
- ]
- @BaseClass base(Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
- @BaseClass base(Targetname, Angles, RenderFields, Appearflags) color(0 200 200) = Monster
- [
- //NEW 0.7.1
- health(integer) : "Initial health (0 = normal)"
- //NEW 0.7.1
- //* Be careful when changing this - a monster's actions are tied closely to its model.
- model(studio) : "Model (e.g. models/can.mdl)"
- //NEW 0.7.1
- skin(integer) : "Skin"
- //NEW 1.0
- scale(string) : "Scale (1.0 = normal size)"
- target(string) : "Patrol Path"
- //NEW 0.4
- //* If you just want a monster to be ignored, use the "Prisoner" flag instead.
- m_iClass(choices) : "Behave as" : 0 =
- [
- 0 : "Normal"
- //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
- 3 : "Scientist"
- //* Likes players and scientists; dislikes Machines, Human Military, and all aliens.
- 11: "Barney"
- //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military.
- 4 : "Human Military"
- //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them.
- //* Otherwise, they're pretty much like Human Military.
- 1 : "Machine (Human Military)"
- //* Hates players and Human Military. Dislikes Machines, scientists and barneys.
- 5 : "Alien Military"
- //* Dislikes Machines and all humans.
- 7 : "Other Alien"
- //* Dislikes all humans. Scared of Bullsquids.
- 8 : "Headcrab"
- //* Hates Headcrabs. Dislikes humans and other Bullsquids.
- 9 : "Bullsquid"
- //* Dislikes everyone, except other Faction A members.
- 14 : "Faction A"
- //* Dislikes everyone, except other Faction B members.
- 15 : "Faction B"
- //* Dislikes everyone, except other Faction C members.
- 16 : "Faction C"
- ]
- //NEW 0.5
- //* Replaces the old "Player Ally" flag.
- m_iPlayerReact(choices) : "Reaction to player" : 0 =
- [
- 0 : "Normal"
- 1 : "Ignore"
- //* Scientists usually use this behaviour.
- 2 : "Friendly until hurt"
- //* Barneys usually use this behaviour.
- 3 : "Friendly unless provoked"
- 4 : "Enemy"
- // Not yet implemented, but will allow any monster to act like a barney/scientist.
- //5 : "Follower"
- ]
- TriggerTarget(String) : "TriggerTarget"
- TriggerCondition(Choices) : "Trigger Condition" =
- [
- 0 : "No Trigger"
- 1 : "See Player, Mad at Player"
- 2 : "Take Damage"
- 3 : "50% Health Remaining"
- 4 : "Death"
- 7 : "Hear World"
- 8 : "Hear Player"
- 9 : "Hear Combat"
- 10: "See Player Unconditional"
- 11: "See Player, Not In Combat"
- ]
- spawnflags(Flags) =
- [
- //* Don't attack the player until s/he can see us.
- 1 : "WaitTillSeen" : 0
- //* Don't speak except when in combat. Don't make "idle" noises.
- 2 : "Gag" : 0
- //* If ticked, the monster can't enter a func_monsterclip area.
- 4 : "Monster Clip" : 0
- //* If ticked, the monster will ignore all other monsters and vice versa.
- 16: "Prisoner" : 0
- //NEW 0.4
- //* The dreaded yellow blobs appear for a good reason; they show a monster is stuck
- //* in a wall and unable to move. Only tick this if you're happy for it to be stuck.
- 128: "No yellow blobs" : 0
- 512: "Fade Corpse" : 0
- ]
- ]
- @BaseClass = TalkMonster
- [
- //* The sentence (see sound/sentences.txt) to speak when the player tells us to follow.
- UseSentence(String) : "Use Sentence"
- //* The sentence to speak when the player tells us to stop following.
- UnUseSentence(String) : "Un-Use Sentence"
- //NEW 0.4
- //* The sentence to speak when refusing to follow the player.
- RefusalSentence(String) : "Refusal Sentence"
- //NEW 0.4
- //* While locked by the master, this monster will refuse to follow the player.
- master(String) : "Master (prevents following)"
- //NEW 0.4
- //* Mostly provided for mod-makers. In the standard sentences.txt, valid settings for
- //* this are BA (speak as a Barney) and SC (speak as a Scientist). To define a
- //* speech group "XX", you need to define sentences XX_ANSWER, XX_QUESTION, XX_IDLE,
- //* XX_STARE, XX_OK, XX_WAIT, XX_STOP, XX_NOSHOOT, XX_HELLO, XX_SMELL, XX_WOUND and
- //* XX_MORTAL. (as well as some others, if the monsters are going to be Pre-Disaster.)
- SpeakAs(string) : "Speech Group"
- spawnflags(Flags) =
- [
- //* Unless given a Master, a pre-disaster monster will refuse to follow the player.
- 256: "Pre-Disaster" : 0
- ]
- ]
- @BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = gibshooterbase
- [
- //* The number of pieces to create.
- m_iGibs(integer) : "Number of shots" : 1
- //* Delay (in seconds) between shots. If 0, all the shots are fired at once.
- delay(string) : "Delay between shots" : "0"
- m_iszPosition(string) : "At position (blank = here) [LP]"
- m_iszVelocity(string) : "At velocity (blank = angle) [LV]"
- //* How fast the gibs are fired
- m_flVelocity(string) : "Gib Speed Factor [LN]" : "200"
- //* Course variance
- m_flVariance(string) : "Course Variance" : "0.15"
- //* Time in seconds for gibs to live, +/- 5%
- m_flGibLife(string) : "Shot lifetime (secs)" : "4"
- m_iszTargetName(string) : "Shot's name"
- //NEW 0.7.1
- //* If you want to change the behaviour of the shot, this is the field to use -
- //* for example, you could target a motion_manager here, to change the shot's movement.
- m_iszSpawnTarget(string) : "Fire on spawn (locus = shot)"
- spawnflags(Flags) =
- [
- 1 : "Repeatable" : 0
- 4 : "Debug" : 0
- ]
- ]
- @BaseClass = Light
- [
- //* 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.
- targetname(target_source) : "Name"
- _light(color255) : "Brightness" : "255 255 128 200"
- //* This field will have no effect on a dynamic (i.e. named) light.
- style(Choices) : "Appearance (static)" : 0 =
- [
- 0 : "Normal (on)"
- 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"
- ]
- //* 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 (on)"
- //NEW 0.3
- //* This field will have no effect on a static (i.e. nameless) light.
- m_iOnStyle(Choices) : "Appearance (on)" : 0 =
- [
- 0 : "Normal (on)"
- 13: "Off"
- 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"
- ]
- //NEW 0.3
- //* This field will have no effect on a static (i.e. nameless) light.
- m_iOffStyle(Choices) : "Appearance (off)" : 0 =
- [
- 0: "Normal (off)"
- 20: "On"
- 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"
- ]
- //NEW 0.3
- m_iTurnOnTime(integer) : "Time taken to turn on (secs)" : 0
- //NEW 0.3
- //* This field will have no effect on a static (i.e. nameless) light.
- m_iTurnOnStyle(Choices) : "Appearance (turn on)" : 0 =
- [
- 0: "Normal (off)"
- 20: "On"
- 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"
- ]
- //NEW 0.3
- m_iTurnOffTime(integer) : "Time taken to turn off (secs)" : 0
- //NEW 0.3
- //* This field will have no effect on a static (i.e. nameless) light.
- m_iTurnOffStyle(Choices) : "Appearance (turn off)" : 0 =
- [
- 0 : "Normal (on)"
- 13: "Off"
- 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"
- ]
- ]
- @BaseClass base(Targetname, Global) = Breakable
- [
- target(target_destination) : "Target on break"
- //NEW 0.7.1
- //* Whenever the breakable takes damage, this entity will be triggered, and passed
- //* the position and direction of the bullet (or whatever).
- whenhit(string) : "Trigger when hit (locus = position)"
- health(integer) : "Strength" : 100
- 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"
- ]
- delay(string) : "Delay before fire" : "0"
- //* Can be used to override the default "gibs" value for the material you've specified.
- gibmodel(studio) : "Gib Model"
- spawnobject(choices) : "Spawn On Break" : 0 =
- [
- 0: "Nothing"
- 1: "Battery"
- 2: "Healthkit"
- 3: "9mm Handgun"
- 4: "9mm Clip"
- 5: "Machine Gun"
- 6: "Machine Gun Clip"
- 7: "Machine Gun Grenades"
- 8: "Shotgun"
- 9: "Shotgun Shells"
- 10: "Crossbow"
- 11: "Crossbow Bolts"
- 12: "357"
- 13: "357 clip"
- 14: "RPG"
- 15: "RPG Clip"
- 16: "Gauss clip"
- 17: "Hand grenade"
- 18: "Tripmine"
- 19: "Satchel Charge"
- 20: "Snark"
- 21: "Hornet Gun"
- ]
- explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
- //NEW 0.4
- respawn(choices) : "Respawn time (secs)" : 0 =
- [
- 0: "No respawn"
- -1: "Respawn when triggered"
- ]
- //NEW 0.4
- netname(string) : "Target on respawn"
- spawnflags(flags) =
- [
- 1 : "Only Trigger" : 0
- 2 : "Touch" : 0
- 4 : "Pressure" : 0
- 8 : "Fade Respawn" : 0
- 16 : "Invert Hit Vector" : 0
- 256: "Instant Crowbar" : 0
- ]
- ]
- @BaseClass base(Appearflags) = Door
- [
- target(target_destination) : "Target (Always)"
- //NEW 0.4
- message(string) : "Target on Open"
- netname(string) : "Target on Close"
- killtarget(target_destination) : "KillTarget"
- //NEW 0.5
- //* Together with "On/Off Aware", this field replaces the old
- //* "synchronised" flag.
- //* When set, the door will fire its Target as soon as it
- //* <u>starts</u> to move, instead of firing when it reaches the end
- //* of its move.
- //* (NB: the "Target on Open" and "Target on Close" fields are not
- //* affected; they will still fire at the end of movement.)
- immediatemode(choices) : "Fire before moving" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- //NEW 0.5
- //* Together with "Fire before moving", this field replaces the old
- //* "synchronised" flag.
- //* When this is set, instead of always firing its target with
- //* USE_TOGGLE, the door will send USE_ON when opening and USE_OFF
- //* when closing. (NB: the "fire on open" and "fire on close" fields
- //* will still send USE_TOGGLE.)
- //* Additionally, instead of simply toggling whenever it's
- //* triggered, the door will open when sent USE_ON, and close when
- //* sent USE_OFF.
- onoffmode(choices) : "On/Off Aware" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- 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) (1)"
- 2: "Pneumatic (Sliding) (2)"
- 3: "Pneumatic (Rolling) (3)"
- 4: "Vacuum (4)"
- 5: "Power Hydraulic (5)"
- 6: "Large Rollers (6)"
- 7: "Track Door (7)"
- 8: "Snappy Metal Door (8)"
- 9: "Squeaky 1 (9)"
- 10: "Squeaky 2 (10)"
- ]
- //* 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 (1)"
- 2: "Clang reverb (2)"
- 3: "Ratchet Stop (3)"
- 4: "Chunk (4)"
- 5: "Light airbrake (5)"
- 6: "Metal Slide Stop (6)"
- 7: "Metal Lock Stop (7)"
- 8: "Snappy Metal Stop (8)"
- ]
- //* 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.
- //* This setting isn't recommended if the door is using MoveWith.
- wait(choices) : "Delay before close" : 3 =
- [
- -1 : "Stays Open (-1)"
- ]
- lip(integer) : "Lip"
- dmg(integer) : "Damage inflicted when blocked" : 0
- //* This delay only applies to the Target, not the Fire on Open/Close fields.
- delay(integer) : "Delay before fire"
- health(integer) : "Health (shoot open)" : 0
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- 4 : "Don't link" : 0
- 8: "Passable" : 0
- 32: "Toggle" : 0
- 256:"Use Only" : 0
- 512: "Monsters Can't" : 0
- //NEW 0.3
- //* Normally a named door, or a door with "use only" selected, won't open when touched.
- //* Tick here to override that.
- 1024: "Force Touchable" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
- @BaseClass base(Targetname, Target, Angles, MoveWith, RenderFields, Global) = BaseTank
- [
- spawnflags(flags) =
- [
- //* For computer-controlled guns. The gun is 'On'- i.e. ready to fire at the player- at the start of the level.
- 1 : "Active" : 0
- //* For computer-controlled guns. If the gun can't see the player, it won't fire.
- //* (usually, for a while, the tank will keep firing at the last place it saw the player.)
- 2 : "Not Solid" : 0
- 16: "Line of Sight" : 0
- //* To make a tank which the player can use, you'll also need a @func_tankcontrols entity.
- 32: "Controllable" : 0
- //NEW 0.2
- //* Makes the gun project a laser spot, similar to the player's rocket launcher.
- //* This is helpful for players who are trying to aim with it.
- 64: "Laser Spot" : 0
- //NEW 0.2
- //* For player-controlled guns.
- //* Makes the gun point at whatever is at the centre of the player's view, instead of simply facing the same way as the player.
- 128: "Match Target" : 0
- ]
- //* Mainly for use with 1009 team settings (game_team_master)
- master(string) : "(Team) Master"
- //NEW 0.6
- //* While this master is locked, the gun cannot fire, but the player can still control it.
- //* (Intended to enable reloading effects.)
- firemaster(string) : "Fire Master"
- //NEW 0.7.1
- //* Whenever the tank fires, this entity is triggered. (the locus for this is
- //* the coordinates and direction at the end of the gun.)
- m_iszLocusFire(string) : "Trigger on firing (locus = barrel)"
- 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"
- //* Bug fixed: rotate sound now stops when a player releases control of the gun.
- 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"
- //NEW 0.4
- m_iClass(choices) : "Behaviour" : 0 =
- [
- 0: "Attack only players"
- 11: "Barney"
- 4: "Human Military"
- 5: "Alien Military"
- ]
- _minlight(string) : "Minimum light level"
- ]
- @BaseClass = PlatSounds
- [
- movesnd(choices) : "Move Sound" : 0 =
- [
- 0: "No Sound"
- //* plats/bigmove1.wav
- 1: "big elev 1"
- //* plats/bigmove2.wav
- 2: "big elev 2"
- //* plats/elevmove1.wav
- 3: "tech elev 1"
- //* plats/elevmove2.wav
- 4: "tech elev 2"
- //* plats/elevmove3.wav
- 5: "tech elev 3"
- //* plats/freightmove1.wav
- 6: "freight elev 1"
- //* plats/freightmove2.wav
- 7: "freight elev 2"
- //* plats/heavymove1.wav
- 8: "heavy elev"
- //* plats/rackmove1.wav
- 9: "rack elev"
- //* plats/railmove1.wav
- 10: "rail elev"
- //* plats/squeekmove1.wav
- 11: "squeek elev"
- //* plats/talkmove1.wav
- 12: "odd elev 1"
- //* plats/talkmove2.wav
- 13: "odd elev 2"
- ]
- custommovesnd(sound) : "Custom Move Sound"
- stopsnd(choices) : "Stop Sound" : 0 =
- [
- 0: "No Sound"
- //* plats/bigstop1.wav
- 1: "big elev stop1"
- //* plats/bigstop2.wav
- 2: "big elev stop2"
- //* plats/freightstop1.wav
- 3: "freight elev stop"
- //* plats/heavystop2.wav
- 4: "heavy elev stop"
- //* plats/rackstop1.wav
- 5: "rack stop"
- //* plats/railstop1.wav
- 6: "rail stop"
- //* plats/squeekstop1.wav
- 7: "squeek stop"
- //* plats/talkstop1.wav
- 8: "quick stop"
- ]
- customstopsnd(sound) : "Custom Stop Sound"
- volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
- ]
- @BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange
- [
- height(integer) : "Travel altitude" : 0
- spawnflags(flags) =
- [
- 1: "Auto Activate train" : 0
- 2: "Relink track" : 0
- 8: "Start at Bottom" : 0
- 16: "Rotate Only" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- rotation(integer) : "Spin amount" : 0
- train(target_destination) : "Train to switch"
- toptrack(target_destination) : "Top track"
- bottomtrack(target_destination) : "Bottom track"
- speed(integer) : "Move/Rotate speed" : 0
- ]
- @BaseClass base(Targetname, Master, Targetx) = Trigger []
- @BaseClass = TriggerCond
- [
- //NEW 0.5
- //* Only trigger when touched by an entity with this name.
- //* If this is set, the flags "Monsters", "Pushables", etc will be ignored.
- //* (Alternatively you can specify a classname, e.g. monster_barney.)
- netname(string) : "Triggered only by entity"
- spawnflags(flags) =
- [
- 1: "Monsters" : 0
- 2: "No Clients" : 0
- 4: "Pushables" : 0
- //NEW 0.6
- 8: "Everything else": 0
- ]
- ]
- @BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = Script
- [
- target(target_destination) : "Target (fire when done)"
- delay(string) : "Delay before firing target" : "0"
- killtarget(target_destination) : "KillTarget when done"
- //NEW 0.4
- //* When the animation starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
- //* This is useful to let you have special effects etc triggered during the animation.
- m_iszFireOnBegin(string): "Fire after moving"
- //* Specify either a classname (e.g. monster_barney) or a targetname to look for.
- m_iszEntity(string) : "Target Monster [LE]"
- //* If "Target Monster" is a classname, the game picks a random monster of that type from within this
- //* search radius.
- m_flRadius(integer) : "Search Radius" : 512
- //NEW 1.0
- m_iPriority(choices) : "Priority" : 0 =
- [
- 0 : "Normal"
- 4 : "Override other sequences"
- ]
- //NEW 1.0
- m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
- [
- 0 : "Default AI"
- 1 : "Ambush"
- ]
- //NEW 0.7.1
- m_iRepeats(integer) : "Repeat action X more times" : 0
- //NEW 0.7.1
- m_fRepeatFrame(string) : "Repeat from frame" : "0"
- spawnflags(Flags) =
- [
- //* Default behaviour for a sequence is to delete itself after finishing.
- 4 : "Repeatable" : 0
- //* If the player shoots a monster or tells a scientist/barney to follow him, any
- //* scripts the monster is playing will usually be interrupted.
- 32: "No Interruptions" : 0
- ]
- ]
- @BaseClass base(Script) size(-16 -16 0, 16 16 72) color(255 0 255) = ScriptSequence
- [
- //NEW 1.0
- m_iszMoveTarget(string) : "Move target (blank = this) [LE]"
- m_fMoveTo(choices) : "Move to Position" : 0 =
- [
- //* Don't move at all. (Turn Type will be ignored.)
- 0 : "No (don't turn)"
- //* Walk to the move target, then turn.
- 1 : "Walk"
- //* Run to the move target, then turn.
- 2 : "Run"
- //* Don't move - just turn to face to whatever the turn mode.
- 5 : "No - Only turn"
- //* Teleport to the move target. Also, the monster's angle will instantly change to
- //* whatever is specified in the turn target's "turn type".
- //* Spirit fixes a bug which used to freeze a monster when playing scripts with this setting.
- 4 : "Instant move + turn"
- //NEW 1.0
- //* Don't move - just change angle to whatever the turn type specifies, instantly.
- 6 : "No - Instant turn"
- ]
- //NEW 0.6
- //* If you specify a classname (e.g. monster_barney) here, the script will choose a random entity of that
- //* type.
- m_iszAttack(string) : "Turn target (blank = this) [LE]"
- //NEW 0.3
- m_fTurnType(choices) : "Turn mode" : 0 =
- [
- //* Turn to the same angle the turn target is facing.
- 0 : "Match Angle"
- //* Turn to look at the turn target.
- 1 : "Turn to face"
- 2 : "Don't Turn"
- ]
- //* Animation to play after moving. Note that a @monster_generic won't add any sounds or
- //* special effects to its animations. If you need those to appear, you'll have to use the
- //* specific monster_<whatever> entities, instead.
- m_iszPlay(string) : "Action Animation" : ""
- //* If you specify an idle animation, then when the level begins the monster will be frozen and made
- //* to play that animation (this is the main use for the idle animation in Valve's levels). After that
- //* the monster will play the action animation when you trigger the sequence, and will then revert to its
- //* normal AI.
- //* If there are any other scripted_sequences with the same name as this one, then the monster will also play the "idle" animation
- //* while it's waiting for the other sequences to be ready to start.
- //* And finally, if the action animation is the same as the idle animation, then any time the monster would be playing the idle
- //* animation, instead it will be frozen.
- //* Obvious, eh? ;)
- m_iszIdle(string) : "Idle Animation" : ""
- spawnflags(Flags) =
- [
- //* If the animation includes the monster dying, don't fade the corpse afterwards.
- 8 : "Leave Corpse" : 0
- //* Even if the animation makes the monster look like it's walking around, DON'T shift
- //* the monster to its apparent new location when the animation ends.
- 128: "No Script Movement" : 0
- //NEW 0.4
- //* Some death sequences kill the monster automatically (e.g. "herodie" in loader.mdl)
- //* but for most you'll have to tick this box. This is affected by Leave Corpse in the
- //* obvious way.
- 256: "Monster Dies" : 0
- ]
- ]
- //
- // Entities
- //
- //* Obsolete. Use scripted_sequence. (The only difference between them is that aiscripted_sequence
- //* effectively has its "Override AI" flag ticked all the time.
- @PointClass base(ScriptSequence) = aiscripted_sequence : "AI Scripted Sequence" []
- @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = ambient_generic : "Universal Ambient"
- [
- message(sound) : "WAV Name (e.g. vox/c.wav)"
- health(integer) : "Volume (10 = loudest)" : 10
- //NEW 0.5
- //* The entity you name here will play the sound, instead of the ambient_generic doing so itself.
- //* Be aware that if the entity is playing another sound on the same channel, they will interfere
- //* with each other.
- target(target_destination) : "Entity to play from"
- //NEW 0.5
- channel(choices) : "Channel to use for that entity" : 6 =
- [
- 1: "Weapon"
- //* If a monster's model has a mouth, and you play a sound on its "voice" channel,
- //* the mouth will automatically move.
- 2: "Voice"
- 3: "Item"
- 4: "Body"
- 5: "Stream"
- 6: "Static"
- ]
- 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
- noise(string) : "Volume calculation [LN] (overrides)" : ""
- fadein(integer) : "Fade in time (0-100)" : 0
- fadeout(integer) : "Fade out time (0-100)" : 0
- pitch(integer) : "Pitch (> 100 = higher)" : 100
- pitchstart(integer) : "Start Pitch" : 100
- spinup(integer) : "Spin up time (0-100)" : 0
- spindown(integer) : "Spin down time (0-100)" : 0
- lfotype(choices) : "LFO type (0 - 3)" : 0 =
- [
- 0: "Off"
- 1: "Square"
- 2: "Triangle"
- 3: "Round"
- ]
- lforate(integer) : "LFO rate (0-1000)" : 0
- lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
- lfomodvol(integer) : "LFO mod vol (0-100)" : 0
- cspinup(integer) : "Incremental spinup count" : 0
- //NEW 1.8
- //* This scales the radius up (if you put more than 1) or down (if you put less than 1).
- //* It works in addition to the small/medium/large flags.
- radiusscale(string) : "Radius scale factor"
- spawnflags(flags) =
- [
- 1: "Play Everywhere" : 0
- 2: "Small Radius" : 0
- //* Medium is the default radius, so ticking this does nothing.
- //* (These should really be chosen from a pull-down menu.)
- 4: "Medium Radius" : 0
- 8: "Large Radius" : 0
- 16:"Start Silent" : 0
- 32:"Is NOT Looped" : 0
- ]
- ]
- //
- // ammo
- //
- @PointClass base(Ammo, Targetx) studio("models/w_357ammobox.mdl") = ammo_357 : "357 Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_9mmarclip.mdl") = ammo_9mmAR : "9mm Assault Rifle Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_chainammo.mdl") = ammo_9mmbox : "box of 200 9mm shells" []
- @PointClass base(Ammo, Targetx) studio("models/w_9mmclip.mdl") = ammo_9mmclip : "9mm Pistol Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_argrenade.mdl") = ammo_ARgrenades : "Assault Grenades" []
- @PointClass base(Ammo, Targetx) studio("models/w_shotshell.mdl") = ammo_buckshot : "Shotgun Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_crossbow_clip.mdl") = ammo_crossbow : "Crossbow Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_gaussammo.mdl") = ammo_gaussclip : "Gauss Gun Ammo" []
- @PointClass base(Ammo, Targetx) studio("models/w_rpgammo.mdl") = ammo_rpgclip : "RPG Ammo" []
- //* This entity is probably obsolete, now that @func_button has a "Can't Use" flag.
- @SolidClass base(Target, Master, RenderFields, ZHLTLightKeys, MoveWith) = button_target : "Target Button"
- [
- spawnflags(flags) =
- [
- 1: "Use Activates": 0
- 2: "Start On" : 0
- 4: "Non Solid" : 0
- 8: "Can't shoot" : 0
- ]
- ]
- //
- // locus calculation entities
- //
- //NEW 1.8
- @PointClass color(200 128 64) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_angles : "Calculate Angles"
- [
- netname(string) : "Base angle" : "*locus"
- impulse(choices) : "Meaning of base angle" : 0 =
- [
- 0 : "Angles [PYR]"
- 1 : "View Angle from player [LE]"
- ]
- message(string) : "Rotate by angle [PYR]"
- noise(string) : "Set Pitch [LN] (blank = don't)"
- noise1(string) : "Set Yaw [LN] (blank = don't)"
- noise2(string) : "Set Roll [LN] (blank = don't)"
- ]
- //NEW 1.8
- @PointClass color(200 64 64) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_numfromcvar : "Calculate a value from a console variable"
- [
- target(string) : "Cvar name"
- spawnflags(flags) =
- [
- 1 : "Parse as [LN]" : 0
- ]
- ]
- //NEW 1.8
- //* If a locus calculation fails (for example, because its target is missing or whatever), it usually returns 0 (or 0 0 0 for vector calculations). If you want something else to happen when your calculation fails, use this to catch failed calculations and return the value you actually want, and/or trigger something.
- @PointClass color(200 64 64) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_fallback : "Handle calculation failures"
- [
- target(string) : "Calculation [LV/P/N]" : "*locus"
- netname(string) : "Fallback calculation [LV/P/N]"
- message(string) : "Fire if fallback used"
- ]
- //NEW 1.8
- //* To use this, simply refer to it in any field that's designated [LN].
- @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_numfroment : "Calculate number based on entity properties"
- [
- target(string) : "Entity to use [LE]" : "*locus"
- skin(choices) : "Number to get" : 0 =
- [
- 2: "Number of entities"
- 0: "health/maxhealth(Monsters/Players/Breakables)"
- 1 : "HasWeapons(Players)"
- 0 : "current count(Watcher_Count)"
- 1 : "current count/Comparison number (Watcher_Count)"
- ]
- ]
- //NEW 0.7.1
- //* To use this, simply refer to it in any field that's designated [LN].
- //OLD @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_ratio : "Number adjustment"
- @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_numfromnum : "Number adjustment"
- [
- target(string) : "Based on number [LN]" : "*locus"
- impulse(choices) : "Calculation" : 0 =
- [
- 0 : "None"
- 1 : "Reversed (1-X)"
- 2 : "Negative (-X)"
- 3 : "Reciprocal (1/X)"
- 4 : "Square (X*X)"
- 5 : "Inverse Square (1/X*X)"
- 6 : "Square root"
- 7 : "Cosine"
- 8 : "Sine"
- 9 : "Tangent"
- 10 : "Inverse Cosine"
- 11 : "Inverse Sine"
- 12 : "Inverse Tangent"
- ]
- netname(string) : "Offset by [LN]" : "0"
- message(string) : "Scale factor [LN]" : "1"
- noise(string) : "Min (blank = none) [LN]"
- noise1(string) : "Max (blank = none) [LN]"
- frags(choices) : "If outside range" : 0 =
- [
- //* e.g. if the range were 0%-100%, and the value were 120%, the result would be 100%.
- 0 : "Pick nearest value"
- //* In the case above, the result would be 20%.
- 1 : "Wrap around"
- //* In the case above, the result would be 80%.
- 2 : "Bounce back"
- //* Treated as 0. Or you can catch this failure with calc_fallback.
- 3 : "Fail"
- ]
- ]
- //NEW 1.8
- //* To use this, simply refer to it in any field that's designated [LN].
- @PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) iconsprite("sprites/calc.spr") = calc_numfromvec : "Calculate number based on vector"
- [
- target(string) : "Vector to use [LV]" : "*locus"
- noise(string) : "Swizzle/replace elements": "X Y Z"
- netname(string) : "Vector B [LV]" : "0 1 0"
- noise1(string) : "Swizzle/replace elements B": "X Y Z"
- impulse(choices) : "Number to get" : 0 =
- [
- 0: "X"
- 1 : "Y"
- 2 : "Z"
- 3 : "Length"
- 4 : "Pitch"
- 5 : "Yaw"
- 6 : "Min X (of A/B)"
- 7 : "Max X (of A/B)"
- 8 : "Min Y (of A/B)"
- 9 : "Max Y (of A/B)"
- 10 : "Min Z (of A/B)"
- 11 : "Max Z (of A/B)"
- 20 : "Angle from B"
- //* i.e. the cosine of the angle between them.
- 21 : "Component in B"
- 22 : "Length/B's Length"
- ]
- ]
- //NEW 0.7.1
- //* To use this, simply refer to it in any field that's designated [LP].
- //OLD @PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_position : "Calculate position"
- @PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_posfroment : "Calculate position"
- [
- netname(string) : "Entity to use [LE]" : "*locus"
- impulse(choices) : "Position to calculate" : 1 =
- [
- 0 : "Origin"
- 1 : "Eyes"
- 2 : "Top"
- 3 : "Centre"
- 4 : "Bottom"
- 5 : "Attachment point 0"
- 6 : "Attachment point 1"
- 7 : "Attachment point 2"
- 8 : "Attachment point 3"
- //* Return a random point from within the entity's bounding box.
- 9 : "Random"
- ]
- message(string) : "Add offset [LV]" : "0 0 0"
- spawnflags(flags) =
- [
- 1 : "Debug" : 0
- ]
- ]
- //NEW 0.7.1
- //* To use this, simply refer to it in any field that's designated [LV].
- //OLD @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_subvelocity : "Calculate velocity based on entity properties"
- @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_vecfroment : "Calculate velocity based on entity properties"
- [
- netname(string) : "Entity to use [LE]" : "*locus"
- impulse(choices) : "Value to calculate from" : 0 =
- [
- 0 : "Movement Velocity"
- 1 : "Angle"
- 2 : "View Angle"
- 5 : "Attachment point 0"
- 6 : "Attachment point 1"
- 7 : "Attachment point 2"
- 8 : "Attachment point 3"
- ]
- noise(string) : "Scale factor [LN]" : "1.0"
- message(string) : "Add offset [LV]" : "0 0 0"
- noise2(string) : "Swizzle/replace elements": "X Y Z"
- spawnflags(flags) =
- [
- 1 : "Normalize" : 0
- // 2 : "Flip Vertical" : 0
- // 4 : "Discard X" : 0
- // 8 : "Discard Y" : 0
- // 16 : "Discard Z" :0
- ]
- ]
- //NEW 0.7.1
- //* To use this, simply refer to it in any field that's designated [LV].
- //* This calculates the velocity that would be needed to travel from one point to another.
- //* By default, things will take 0.1 seconds to travel this distance. (Use the "length
- //* factor" setting to change this.)
- //* This can also be used to calculate (for example) where a beam's endpoint should
- //* be, in order for it to point towards a given location.
- //OLD @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_path : "Calculate velocity for travelling"
- @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_vecfrompos : "Calculate velocity for travelling"
- [
- target(string) : "Start position [LP]" : "*locus"
- netname(string) : "Destination"
- armorvalue(choices) : "Destination is" : 0 =
- [
- //* The destination is the end position.
- 0 : "Position [LP]"
- //* To find the end position, add this offset to the start position.
- 1 : "Offset [LV]"
- ]
- health(choices) : "Length Calculation" : 0 =
- [
- 4 : "Square (X = X*X)"
- 0 : "None (X = X)"
- //* With this choice, the actual distance between the points is ignored.
- //* So instead of taking a fixed time to travel, the object will move at
- //* a fixed speed, or the beam will extend a fixed distance.
- 1 : "Normalise (X = 1)"
- 2 : "Reciprocal (X = 1/X)"
- 3 : "Inverse Square (X = 1/X*X)"
- ]
- //* E.g: 2.0 will specify "twice as fast/twice as far", and
- //* 0.5 will specify "half as fast/half as far".
- //* A negative number here will make the line go in the opposite direction.
- noise(string) : "Length factor [LN]" : "1.0"
- //* If this is set, a line will be drawn from the start position to the end
- //* position. The first obstacle it hits will then be used as the new end
- //* position.
- frags(choices) : "Line is blocked by" : 0 =
- [
- 0 : "Nothing"
- 1 : "Walls"
- 2 : "Walls & Glass"
- 3 : "Walls & Monsters"
- 4 : "Walls, Monsters & Glass"
- ]
- noise2(string) : "Swizzle/replace elements": "X Y Z"
- spawnflags(flags) =
- [
- 1 : "Debug mode" : 0
- ]
- ]
- //NEW 0.7.1
- //* To use this, simply refer to it in any field that's designated [LV].
- //OLD @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_velocity_polar : "Calculate velocity"
- @PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) iconsprite("sprites/calc.spr") = calc_vecfromvec : "Modify velocity"
- [
- netname(string) : "Based on velocity [LV]" : "0 1 0"
- //* Rotate the velocity by this amount.
- noise1(string) : "Rotated by angle [PYR]" : "0 0 0"
- //* Scale the velocity by this factor.
- //* E.g: 2.0 will specify "twice as fast/twice as far", and
- //* 0.5 will specify "half as fast/half as far".
- noise(string) : "Length factor [LN]" : "1.0"
- //* After rotation and scaling, add this offset to the velocity.
- message(string) : "Add offset [LV]" : "0 0 0"
- noise2(string) : "Swizzle/replace elements": "X Y Z"
- spawnflags(flags) =
- [
- //* The "length factor" field will set the exact length of the velocity,
- //* instead of scaling it by a factor.
- 1 : "Normalize" : 0
- ]
- ]
- //
- // cyclers
- //
- // This entity is probably obsolete, now that env_model exists.
- @PointClass base(Targetname, RenderFields, MoveWith) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler"
- [
- model(studio) : "Model"
- ]
- @PointClass base(Targetname, RenderFields, MoveWith) sprite() = cycler_sprite : "Sprite Cycler"
- [
- model(sprite) : "Sprite"
- framerate(integer) : "Frames per second" : 10
- ]
- @PointClass base(Monster, MoveWith) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" []
- //
- // Environmental effects
- //
- @BaseClass = BeamStartEnd
- [
- LightningStart(target_destination) : "Start Entity"
- LightningEnd(target_destination) : "Ending Entity"
- ]
- @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) iconsprite("sprites/envbeam.spr") size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
- [
- renderamt(integer) : "Brightness (1 - 255)" : 100
- rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
- //* If you only give the beam one endpoint, then radius will specify how
- //* far away the other endpoint should be (randomly) placed.
- Radius(integer) : "Radius" : 256
- life(string) : "Life (seconds 0 = infinite)" : "0"
- BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
- NoiseAmplitude(integer) : "Distortion (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 (-1 = never)" : "0"
- //NEW 0.6
- //* If you use a negative number for the damage, it'll now heal the target.
- damage(string) : "Damage / second" : "0"
- //NEW 0.6
- frags(choices) : "Damage type" : 0 =
- [
- 0 : "Energy Beam"
- 1 : "Fracture"
- 2 : "Bullet ('blood loss')"
- 4 : "Lacerations"
- 8 : "Burning"
- 16 : "Freezing"
- 128 : "Crowbar"
- 256 : "Electric shock"
- 512 : "Sonic ('internal bleeding')"
- 16384 : "Drowning"
- 65536 : "Biohazard"
- 131072 : "Poison (duration)"
- 262144 : "Radiation"
- 1048576: "Hazardous chemical"
- ]
- //NEW 0.6
- target(target_destination) : "Fire on trip"
- //NEW 0.6
- netname(target_destination) : "Tripped only by entity"
- 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
- //NEW 0.4
- //* For making a rope, etc.
- //* NB: this flag will be ignored unless the beam's Life is 0.
- //* This also won't work on a Ring beam.
- 512: "Draw Solid" : 0
- 1024: "Draw Sine" : 0
- ]
- ]
- //NEW 0.7.1
- //* If you specify an "entity to trail", a trail will be attached or removed from the entity you
- //* specify. The trail will turn off automatically if the
- //* entity remains stationary for a few seconds, or alternatively you can turn it on and off by
- //* triggering the env_beamtrail.
- //* If you don't specify an "entity to trail", the env_beamtrail itself will have a trail; in that case
- //* you probably want to tell it what entity it should MoveWith.
- //* Neither version will do anything if the trailed entity isn't moving when you activate the trail.
- //* The trail effect doesn't correspond exactly to with the movement of the entity, so don't expect too
- //* much from it. We're not mapping for UT2003 here.
- @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_beamtrail : "Beam trail effect"
- [
- target(string) : "Entity to trail (blank = this) [LE]"
- netname(sprite) : "Sprite Name" : "sprites/smoke.spr"
- renderamt(integer) : "Brightness (1 - 255)" : 255
- rendercolor(color255) : "Color (R G B)" : "255 255 255"
- armorvalue(integer) : "Width" : 5
- health(string) : "Fade time (secs)" : "4.0"
- spawnflags(flags) =
- [
- 1: "Start off" : 0
- ]
- ]
- @PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_beverage : "Beverage Dispenser"
- [
- target(string) : "Initial position (blank = here) [LP]"
- 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, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 0) iconsprite("sprites/env.spr") = env_blood : "Blood Effects"
- [
- target(string) : "Initial position (blank = here) [LP]"
- netname(string) : "Direction (blank = angles) [LV]"
- color(choices) : "Blood Color" : 0 =
- [
- 0: "Red (Human)"
- 1: "Yellow (Alien)"
- ]
- amount(string) : "Amount of blood (damage to simulate)" : "100"
- spawnflags(flags) =
- [
- 1: "Random Direction" : 0
- 2: "Blood Stream" : 0
- 4: "On Player" : 0
- 8: "Spray decals" : 0
- ]
- ]
- //* Bubbles cannot drift sideways with this entity; use an @env_model and
- //* "models/pipe_bubbles.mdl" instead.
- @SolidClass base(Targetname, ZHLTLightKeys, MoveWith) iconsprite("sprites/env.spr") = 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
- ]
- ]
- //NEW 0.4
- //* Works like an @env_render: you trigger it to change the properties of the target.
- @PointClass iconsprite("sprites/env.spr") = env_customize : "Change entity properties"
- [
- //* Leave this blank to have it take effect as soon as the level starts.
- targetname(target_source) : "Name"
- //* You can also specify a classname here, e.g. monster_barney.
- target(string) : "Target to affect [LE]"
- //* If the target is a classname, the game picks a random monster of that type from within this
- //* search radius. This has no effect if the target is anything except a classname.
- m_flRadius(integer) : "Search Radius" : 512
- //* <b>Player:</b> 0 = gordon's head, 1 = helmeted.
- //* <b>Gina, Gordon, Helmet and Scientist player models:</b> 0 = original design, 1 = updated (better looking) version.
- //* <b>Barneys:</b> 0 = holstered gun, 1 = holding gun, 2 = missing gun.
- //* <b>Scientists:</b> 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick)
- //* <b>Human Grunts:</b> 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar)
- //* Note that this entity can only change their appearance- for example, grunts who had shotguns will still fire shotgun rounds.
- body(choices) : "Set body" : -1 =
- [
- -1 : "No change"
- ]
- //* <b>Scientists and Human Grunts:</b> 1 = black skin.
- //* <b>Bullsquids, Houndeyes, Slaves:</b> 1 = eyes shut.
- //* <b>Ichthyosaur:</b> 0-4 = different eye positions.
- skin(choices) : "Set skin" : -1 =
- [
- -1 : "No change"
- -2 : "Toggle 0/1"
- 0 : "Skin 0 (normal)"
- 1 : "Skin 1"
- 2 : "Skin 2"
- 3 : "Skin 3"
- ]
- //* If the target is a brush entity with a switchable texture (one with both a +0 version and
- //* a +A version), then this switches between the two versions.
- //* If the entity has switchable texlights on it, this will also turn those lights on and off.
- frame(choices) : "Set brush texture" : -1 =
- [
- -1 : "No change"
- -2 : "Toggle 0/1"
- 0 : "Texture 0 (normal)"
- 1 : "Texture 1 (alternate)"
- //* With this set, triggering the env_customize On makes the target
- //* use its normal texture, and Off makes it use the alternate one.
- 4: "On/Off based on usetype"
- //* The opposite of the previous setting; On sets the alternate texture,
- //* Off sets the normal one.
- 5: "Off/On based on usetype"
- ]
- //* Use this setting with caution - a lot of a monster's behaviour is
- //* determined by its model. (You should be safe if the new model is just
- //* a set of different textures.)
- m_iszModel(string) : "Set model (e.g. models/can.mdl)"
- m_bloodColor(choices) : "Blood Color" : 0 =
- [
- 0 : "No change"
- -1 : "Don't Bleed"
- 247 : "Red (Human)"
- 195 : "Yellow (Alien)"
- ]
- //* Change the pitch of the monster's voice (100 = normal pitch, higher numbers = higher pitch)
- m_voicePitch(choices) : "Voice Pitch (100 = normal)" : -1 =
- [
- -1 : "No change"
- ]
- //* >1 = fast
- //* 1 = normal speed
- //* 0..1 = slow
- //* 0 = stop
- //* -1 = no change
- m_fFramerate(string) : "Frame rate (-1 = no change)" : "-1"
- //* Sets:
- //* <b>agrunt.mdl</b>: head position (45..-45)
- //* <b>hgrunt.mdl</b>: head position (70..-70)
- //* <b>barney.mdl, gman.mdl, islave.mdl, scientist.mdl</b>: head position (60..-60)
- //* <b>apache.mdl</b>: gun yaw (90..-90)
- //* <b>barnacle.mdl</b>: tongue length (0..-1024)
- //* <b>garg.mdl</b>: body yaw (60..-60)
- //* <b>osprey.mdl</b>: rotor angle (0..-90)
- //* <b>icky.mdl</b>: tail position (45..-45)
- //* <b>miniturret.mdl, sentry.mdl, turret.mdl</b>: gun yaw (0..360)
- m_fController0(choices) : "Bone controller 0" : 0 =
- [
- 0 : "No change"
- 1024 : "Set to 0"
- ]
- //* Sets:
- //* <b>apache.mdl</b>: gun pitch (45..-10)
- //* <b>(mini)turret.mdl</b>: gun pitch (15..-90)
- //* <b>sentry.mdl</b>: gun pitch (60..-60)
- //* <b>garg.mdl</b>: body pitch (35..-35)
- m_fController1(choices) : "Bone controller 1" : 0 =
- [
- 0 : "No change"
- 1024 : "Set to 0"
- ]
- //* In the standard models, this does nothing. Supplied for the benefit of
- //* user-produced models.
- m_fController2(choices) : "Bone controller 2" : 0 =
- [
- 0 : "No change"
- 1024 : "Set to 0"
- ]
- //* In the standard models, this does nothing. Supplied for the benefit of
- //* user-produced models.
- m_fController3(choices) : "Bone controller 3" : 0 =
- [
- 0 : "No change"
- 1024 : "Set to 0"
- ]
- m_iClass(choices) : "Set behaviour" : 0 =
- [
- 0 : "No change"
- //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
- 3 : "Scientist"
- //* Likes players and scientists; dislikes Machines, Human Military, and all aliens.
- 11: "Barney"
- //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military.
- 4 : "Human Military"
- //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them.
- //* Otherwise, they're pretty much like Human Military.
- 1 : "Machine (Human Military)"
- //* Hates players and Human Military. Dislikes Machines, scientists and barneys.
- 5 : "Alien Military"
- //* Dislikes Machines and all humans.
- 7 : "Other Alien"
- //* Dislikes all humans. Scared of Bullsquids.
- 8 : "Headcrab"
- //* Hates Headcrabs. Dislikes humans and other Bullsquids.
- 9 : "Bullsquid"
- //* Dislikes everyone, except other Faction A members.
- 14 : "Faction A"
- //* Dislikes everyone, except other Faction B members.
- 15 : "Faction B"
- //* Dislikes everyone, except other Faction C members.
- 16 : "Faction C"
- ]
- //* Replaces the old "Player Ally" flag.
- m_iPlayerReact(choices) : "Reaction to player" : -1 =
- [
- -1 : "No Change"
- //* That is, normal for the monster's current behaviour.
- 0 : "Normal"
- 1 : "Ignore"
- //* Scientists usually use this behaviour. The monster will
- //* stop being friendly when hurt by the player, regardless of
- //* how. (e.g. even if they stupidly ran into the middle of a firefight.)
- 2 : "Friendly until hurt"
- //* Barneys usually use this behaviour. The monster will
- //* stop being friendly when shot deliberately by the player,
- //* but not when (for instance) caught in grenade explosions, or in the
- //* middle of combat.
- 3 : "Friendly unless provoked"
- 4 : "Enemy"
- // Not yet implemented, but will allow any monster to act like a barney/scientist,
- // following the player on request.
- //5 : "Follower"
- ]
- //* If you want the entity to be partly transparent, use @env_render instead.
- m_iVisible(choices) : "Visibility" : 0 =
- [
- 0: "No change"
- 1: "Visible"
- 2: "Invisible"
- 3: "Toggle"
- //* Trigger the env_customize On for visible, and Off for invisible.
- 4: "On/Off based on usetype"
- //* Trigger the env_customize Off for visible, and On for invisible.
- 5: "Off/On based on usetype"
- ]
- //* Currently, this will cause problems if used to solidify a non-monster,
- //* non-brush entity.
- //* Note that a @func_ladder will still act as a ladder if you make it
- //* non-solid.
- m_iSolid(choices) : "Solidity" : 0 =
- [
- 0: "No change"
- 1: "Solid"
- 2: "Not Solid"
- 3: "Toggle"
- //* Trigger the env_customize On for solid, and Off for non-solid.
- 4: "On/Off based on usetype"
- //* Trigger the env_customize Off for solid, and On for non-solid.
- 5: "Off/On based on usetype"
- ]
- m_iPrisoner(choices) : "Prisoner" : 0 =
- [
- 0: "No change"
- 1: "Yes"
- 2: "No"
- 3: "Toggle"
- //* Trigger the env_customize On for a prisoner, and Off for a non-prisoner.
- 4: "On/Off based on usetype"
- //* Trigger the env_customize Off for a prisoner, and On for a non-prisoner.
- 5: "Off/On based on usetype"
- ]
- m_iMonsterClip(choices) : "MonsterClip flag" : 0 =
- [
- 0: "No change"
- 1: "On"
- 2: "Off"
- 3: "Toggle"
- //* Trigger the env_customize On to use Monsterclip, and Off to not use it.
- 4: "On/Off based on usetype"
- //* Trigger the env_customize Off to use Monsterclip, and On to not use it.
- 5: "Off/On based on usetype"
- ]
- //* Applies to barneys, scientists, "Friendly until hurt" and "Friendly
- //* until provoked" monsters, and overrides these monsters' usual liking
- //* for the player- e.g. as if the player had shot them.
- m_iProvoked(choices) : "Angry At Player" : 0 =
- [
- 0: "No change"
- 1: "Yes"
- 2: "No"
- 3: "Toggle"
- //* Trigger the env_customize On to be angry, and Off to calm down.
- 4: "On/Off based on usetype"
- //* Trigger the env_customize Off to be angry, and On to calm down.
- 5: "Off/On based on usetype"
- ]
- spawnflags(flags) =
- [
- 1: "Affect corpses" : 0
- 2: "Once Only" : 0
- 4: "Debug" : 0
- ]
- ]
- //NEW 0.7.1
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_decal : "Decal sprayer"
- [
- target(string) : "Position (blank = here) [LP]"
- netname(string) : "Spray direction (blank = angle) [LV]"
- message(string) : "Max distance (blank = none) [LN]"
- impulse(choices) : "Decal group" : 0 =
- [
- 1 : "Gunshot"
- 5 : "Big gunshot"
- 2 : "Blood"
- 3 : "Alien blood"
- 4 : "Glass cracks"
- 6 : "Scorch marks"
- 7 : "Bullsquid splat"
- 0 : "Custom (see below)"
- ]
- noise(sprite) : "Custom decal texture"
- ]
- //NEW 0.7.1
- //* Creates a temporary ball of light when triggered.
- //* Note that this primarily lights the world (i.e. brushes); studio models will
- //* pick up the lighting if they're standing in it, but they'll just be a solid colour.
- //* To just light studio models, see @env_elight.
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_dlight : "Dynamic light effect"
- [
- message(string) : "Position (blank = here) [LP]"
- rendercolor(color255) : "Light Color (R G B)" : "255 255 255"
- renderamt(integer) : "Radius" : 12
- health(string) : "Duration (0 = until triggered)" : "0.0"
- frags(integer) : "Decay (units/sec)" : 0
- spawnflags(Flags) =
- [
- 1 : "Only once" : 0
- 2 : "Start on" : 0
- ]
- ]
- //NEW 0.7.1
- //* Creates a temporary ball of light when triggered. Only lights studio models
- //* (e.g. monsters), but does light them properly. Quite pretty.
- //* See @env_dlight if you want to light the walls, etc.
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_elight : "Entity light effect"
- [
- netname(string) : "At position (blank = here) [LP]"
- target(string) : "Entity to follow (blank = this) [LE]"
- impulse(choices) : "Attachment point on that entity" : 0 =
- [
- 0 : "None"
- 1 : "1"
- 2 : "2"
- 3 : "3"
- 4 : "4"
- ]
- renderamt(integer) : "Radius" : 12
- rendercolor(color255) : "Color (R G B)" : "255 255 255"
- health(string) : "Duration (0 = until triggered)" : "0.0"
- frags(integer) : "Decay (units/sec)" : 0
- spawnflags(Flags) =
- [
- 1 : "Only once" : 0
- 2 : "Start on" : 0
- ]
- ]
- //NEW 0.4
- //* Essentially, this produces a shifting group of parallel beams. I've called it
- //* env_rain because that's the most-requested use for it.
- //* For a sunbeam effect, try Drip Speed = 0, Drip Width = 30, Drip Brightness = 25,
- //* Drip Color = 255 255 255, Time between updates = 0, Drip Sprite = sprites/laserbeam.spr.
- //* For snow, try Drip Speed = 20, Drip Width = 20, Drip Color = 255 255 255,
- //* Drip Sprite = sprites/rain.spr.
- @SolidClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_rain : "Rain Effect"
- [
- //* Set this to (for example) "70 0 0" to make slanted rain.
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- //* Negative numbers will make the rain fall upwards.
- //* This is an average; each drip will move at between 75%-125% of this speed.
- m_dripSpeed(integer) : "Drip Speed" : 40
- m_dripSize(integer) : "Drip Width" : 5
- m_brightness(integer) : "Drip Brightness (1 - 255)" : 128
- rendercolor(color255) : "Drip Color (R G B)" : "64 128 255"
- m_iNoise(integer) : "Beam noise (distortion)" : 0
- m_burstSize(integer) : "Number of drips per update" : 2
- //* If 0, no updates; all the beams will appear as soon as it's activated.
- m_flUpdateTime(string) : "Time between updates" : "0.5"
- m_flMaxUpdateTime(string) : "Max time between updates (random)"
- target(string) : "Fire on updating"
- m_fLifeTime(string) : "Beam Lifetime (0 = three updates)"
- texture(sprite) : "Drip Sprite" : "sprites/rain.spr"
- m_axis(choices) : "Beam Direction" : 0 =
- [
- 0 : "Z axis (vertical)"
- 1 : "X axis"
- 2 : "Y axis"
- ]
- m_iExtent(choices) : "Extent type" : 1 =
- [
- 0 : "Fill brush"
- 1 : "Obstructable"
- 3 : "Reverse obstructable"
- 2 : "Arcing"
- 4 : "Reverse arcing"
- 5 : "Arcing Through"
- ]
- spawnflags(Flags) =
- [
- 1 : "Start Off" : 0
- ]
- ]
- @SolidClass base(Targetname, MoveWith) = env_mirror : "Mirror"
- [
- radius(integer) : "Radius" : 330
- frags(string) : "Frags ([SF]blank for auto)"
- spawnflag(flags) =
- [
- 1 : "Draw Player" : 0
- ]
- ]
- @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_explosion : "Explosion"
- [
- target(string) : "Initial position (blank = here) [LP]"
- iMagnitude(integer) : "Magnitude/Radius" : 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) iconsprite("sprites/env.spr") = env_fade : "Screen Fade"
- [
- spawnflags(flags) =
- [
- 1: "Fade From" : 0
- 2: "Modulate" : 0
- //* If activated by a player, that player's screen will fade,
- //* but other players will be unaffected.
- 4: "Activator Only" : 0
- //NEW 0.7.1
- //* Ignore the hold time; just fade out permanently.
- //* (To fade back in, you'll need to use another env_fade.)
- 8: "Permanent" : 0
- 16: "Fire at Camera" : 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"
- ]
- //NEW 0.6
- @PointClass base(Targetname) iconsprite("sprites/env.spr") = env_fog : "Fog effect, DMC stylee"
- [
- fadein(integer) : "Fade in time" : 0
- holdtime(string) : "Hold time (0 = permanent)" : "0"
- fadeout(integer) : "Fade out time" : 0
- startdist(integer) : "Fog start position" : 0
- enddist(integer) : "Fog end position" : 1000
- rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"
- spawnflags(flags) =
- [
- 1 : "Start active" : 0
- ]
- ]
- //NEW 0.6
- //* To set the player's footstep sounds, trigger this entity 'on'. To revert to normal,
- //* trigger it 'off' in the same way.
- //* Alternatively, you can just toggle it, to alternately set and unset the sounds.
- //* If one of the sound fields is left blank, it will have no effect... so if you
- //* actually want it to become silent, choose common/null.wav.
- //* This entity is probably most useful as the "fire on/off" target of a trigger_inout,
- //* to specify the area over which the footsteps are to be changed.
- @PointClass base(Targetname, Master) iconsprite("sprites/env.spr") = env_footsteps : "Change Movement Sounds"
- [
- frags(choices) : "Preset Footstep type" : 0 =
- [
- 0 : "Custom (see below)"
- -1 : "Concrete"
- 1 : "Metal"
- 2 : "Dirt"
- 3 : "Vent"
- 4 : "Grate"
- 5 : "Tile"
- 6 : "Paddling"
- 7 : "Wading"
- 8 : "Ladder"
- ]
- //* Here, you can either specify a single sound file as normal, or else specify
- //* a group of 4 sounds by inserting '?' instead of the number 1-4.
- //* (for example, to play a random sound in the range player/pl_step1.wav to
- //* player/pl_step4.wav, you would write 'player/pl_step?.wav'.)
- //* (This works on the other sound fields, too.)
- noise(sound) : "Custom Footstep sound"
- noise1(sound) : "Ladder sound"
- noise2(sound) : "Wading sound"
- noise3(sound) : "Paddling sound"
- spawnflags(flags) =
- [
- 1: "Set only" : 0
- 2: "Once only" : 0
- ]
- ]
- @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_funnel : "Large Portal Funnel"
- [
- //NEW 0.7.1
- message(string) : "Position (blank = here) [LP]"
- //NEW 0.7.1
- //* Default: sprites/flare6.spr
- netname(sprite) : "Particle sprite"
- spawnflags(flags) =
- [
- 1: "Reverse" : 0
- //NEW 0.5
- 2: "Repeatable" : 0
- ]
- ]
- //* See also @env_state
- @PointClass base(Targetname) color(255 255 128) iconsprite("sprites/env.spr") = env_global : "Global State"
- [
- globalstate(string) : "Global State to Set"
- triggermode(choices) : "Trigger to send" : 3 =
- [
- 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, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) color(30 100 0) iconsprite("sprites/env.spr") = env_glow : "Light Glow/Haze"
- [
- model(sprite) : "Sprite Name" : "sprites/glow01.spr"
- scale(integer) : "Scale" : 1
- ]
- @PointClass base(Targetname, RenderFxChoices, Angles, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_laser : "Laser Beam Effect"
- [
- //NEW 1.0
- LaserStart(target_destination) : "Start At (blank = here) [LP]"
- LaserTarget(target_destination) : "Fire Towards"
- m_iTowardsMode(choices) : "Meaning of Fire Towards" : 0 =
- [
- 0 : "Position [LP]"
- 1 : "Direction [LV]"
- ]
- renderamt(integer) : "Brightness (1 - 255)" : 255
- rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
- 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"
- //NEW 1.0
- //* If you want, you can name an env_sprite here, and the laser will use that as its start sprite.
- StartSprite(sprite) : "Start Sprite" : ""
- //* If you want, you can name an env_sprite here, and the laser will use that as its end sprite.
- EndSprite(sprite) : "End Sprite" : ""
- TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
- framestart(integer) : "Starting Frame" : 0
- //NEW 0.6
- //* If you specify a negative number here, the target will be healed instead.
- damage(string) : "Damage / second" : "100"
- //NEW 0.6
- frags(choices) : "Damage type" : 0 =
- [
- 0 : "Energy Beam"
- 1 : "Fracture"
- 2 : "Bullet ('blood loss')"
- 4 : "Lacerations"
- 8 : "Burning"
- 16 : "Freezing"
- 512 : "Sonic ('internal bleeding')"
- 16384 : "Drowning"
- 65536 : "Biohazard"
- 131072 : "Poison (continuous)"
- 262144 : "Radiation"
- 1048576: "Hazardous chemical"
- ]
- //NEW 0.6
- target(target_destination) : "Fire when tripped"
- //NEW 0.6
- netname(target_destination) : "Tripped only by entity"
- //NEW 0.6
- m_iProjection(choices) : "Projection mode" : 0 =
- [
- 0: "Normal"
- //* With this enabled, the laser's Target position only specifies
- //* the direction. The beam can actually extend beyond it.
- 1: "Extend past endpoint"
- ]
- //NEW 0.6
- m_iStoppedBy(choices) : "Stopped by" : 0 =
- [
- 0: "Glass & Monsters"
- 1: "Monsters only"
- //* Monster hulls are a little bigger than monster hitboxes,
- //* so with this option the beam will be more likely to hit them.
- 2: "Glass & Monster hulls"
- 3: "Monster hulls only"
- 4: "Glass only"
- 5: "Neither"
- ]
- spawnflags(flags) =
- [
- 1 : "Start On" : 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
- //* For making a rope, etc.
- 512: "Draw Solid" : 0
- //NEW 0.6
- 1024: "Interpolate" : 0
- ]
- ]
- @PointClass base(Targetname, Target) iconsprite("sprites/env.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"
- 1 : "Medium Radius"
- 2 : "Large Radius"
- 3 : "Play Everywhere"
- ]
- ]
- //NEW 0.5
- @PointClass base(Targetname, Angles, MoveWith, RenderFields) studio() = env_model : "New alternative to cyclers"
- [
- model(studio) : "Model name"
- skin(integer) : "Skin" : 0
- body(integer) : "Body" : 0
- //NEW 1.0
- scale(string) : "Scale (1.0 = normal size)"
- m_iszSequence_On(string) : "Sequence when on"
- m_iAction_On(choices) : "Behaviour when on" : 0 =
- [
- 0: "Freeze when sequence ends"
- 1: "Loop"
- 2: "Change state when sequence ends"
- ]
- m_iszSequence_Off(string) : "Sequence when off"
- m_iAction_Off(choices) : "Behaviour when off" : 0 =
- [
- 0: "Freeze when sequence ends"
- 1: "Loop"
- 2: "Change state when sequence ends"
- ]
- spawnflags(flags) =
- [
- 1: "Initially Off" : 0
- 2: "Drop to Floor" : 0
- 4: "Solid" : 0
- ]
- ]
- //NEW 0.7.1
- //* Creates various particle effects when triggered.
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_quakefx : "Quake 1 particle effects"
- [
- message(string) : "Position (blank = here) [LP]"
- impulse(choices) : "Effect type" : 4 =
- [
- //* A burst of twinkly orangey particles, with explosion sound effect.
- //* Quite pretty.
- //* (As seen in Quake when the blob monsters are killed.)
- 4 : "Tar Explosion"
- //* A strange field of red particles.
- 10 : "Lava Splash"
- //* A smallish mass of white particles.
- //* (As seen in Quake when a player spawns or teleports.)
- 11 : "Teleport Splash"
- //* A burst of yellowy-white particles, with explosion sound effect.
- //* (As seen in Quake when a grenade or rocket goes off.)
- 12 : "Explosion"
- //* An expanding cube of particles. Quite pretty.
- 122 : "Particle Burst"
- ]
- //* Used only by Particle Burst. This is an index into the
- //* standard engine palette; e.g. 247 is human blood, 195 is alien blood.
- frags(integer) : "Particle Burst: color number" : 70
- armortype(integer) : "Particle Burst: radius" : 300
- health(string) : "Particle Burst: duration" : "1.0"
- spawnflags(flags) =
- [
- 1: "Repeatable" : 0
- ]
- ]
- //NEW 1.2
- @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFields) size (-4 -4 -4, 4 4 4) iconsprite("sprites/env.spr") = env_particle : "Particle Effect"
- [
- message(string) : "Particle file" : "aurora/smoke.aur"
- netname(string) : "Child Particles name"
- spawnflags(flags) =
- [
- 1: "Start On" : 0
- 2: "Spawn Use" : 0
- ]
- ]
- @PointClass base(Targetname, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
- [
- //NEW 0.7.1
- //* The Renderamt number will be multiplied by this factor.
- message(string) : "FX Amount factor [LN]"
- //NEW 0.7.1
- //* Set the scale of the affected model or sprite.
- //* (If Fade Time is set, the scale will change slowly over time.)
- m_fScale(string) : "Scale (0 = no change) [LN]"
- target(target_destination) : "Target to affect [LE]"
- //NEW 0.5
- //* If you set this, the affected entity (or entities) will fade
- //* progressively to the new settings you specify. Only Renderamt
- //* and rendercolor will fade; the other values will change
- //* instantly, as usual.
- frags(string) : "Fade Time (secs)" : "0"
- //NEW 0.5
- //* The frequency at which the fade gets updated. If left blank (or
- //* set to 0), it updates as fast as possible.
- //* You probably won't need to set this unless you actually want
- //* it to look coarse.
- //* If a <b>lot</b> of entities are fading at the same time, and
- //* you find the game is slowing down, you may want to try setting
- //* this to 0.2 or so.
- armorvalue(string) : "Fade Coarseness (secs)"
- //NEW 0.5
- netname(string) : "Trigger after fading"
- spawnflags(flags) =
- [
- 1: "No Renderfx" : 0
- 2: "No Renderamt" : 0
- 4: "No Rendermode" : 0
- 8: "No Rendercolor" : 0
- //NEW 0.7.1
- //* Useful if you want something to fade out and then be removed.
- 32: "Remove target" : 0
- //NEW 0.7.1
- //* The env_render will killtarget itself after use.
- 64: "Remove self" : 0
- ]
- ]
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = 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"
- ]
- //NEW 0.5
- //* Creates a shockwave effect (like @monster_houndeye) when triggered.
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_shockwave : "Shockwave Effect"
- [
- spawnflags(flags) =
- [
- //* Normally, the env_shockwave entity marks the bottom of the shockwave.
- //* Tick here to mark its centre instead.
- 1: "Centered" : 0
- 2: "Repeatable" : 0
- ]
- m_iszPosition(string) : "Position (blank = here) [LP]"
- netname(string) : "Spritename" : "sprites/shockwave.spr"
- rendercolor(string): "Color": "188 220 255"
- renderamt(integer) : "Opacity (0-255)": 255
- m_iTime(integer) : "Duration" : 2
- m_iRadius(integer) : "Final radius" : 1000
- m_iHeight(integer) : "Wave height" : 32
- m_iScrollRate(integer) : "Scroll rate" : 0
- m_iNoise(integer) : "Distortion ('noise')" : 0
- m_iFrameRate(integer) : "Frame Rate" : 0
- m_iStartFrame(integer) : "Starting Frame" : 0
- ]
- @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) studio()= env_shooter : "Model Shooter"
- [
- shootmodel(studio) : "Model or Sprite name" : "sprites/ballsmoke.spr"
- noise(string) : "Scale [LN]" : ""
- skin(integer) : "Skin" : 0
- body(integer) : "Body (models only)"
- //NEW 0.7.1
- frame(integer) : "Start frame" : 0
- //NEW 0.7.1
- framerate(string) : "Framerate" : "10.0"
- //NEW 0.7.1
- m_iPhysics(choices) : "Behaviour of children" : 0 =
- [
- 0: "Bouncy gib (normal)"
- //* When it hits a wall, it sticks.
- 1: "Sticky gib"
- //* Not affected by walls or gravity
- 2: "Noclip"
- //* Stopped by walls, ignore gravity
- 3: "Fly (ignore gravity)"
- //* Bounce off walls, ignore gravity
- 4: "Fly & bounce"
- //* Blocked by walls, affected by gravity
- 5: "Arc (obey gravity)"
- //* Bounce off walls, affected by gravity
- 6: "Arc & bounce"
- ]
- //NEW 0.7.1
- //* Used by the "bouncy gib" and "sticky gib" behaviours.
- m_iBloodColor(choices) : "Blood color" : 0 =
- [
- 0 : "Don't bleed"
- 247 : "Red (human)"
- 195 : "Yellow (alien)"
- ]
- shootsounds(choices) :"Material Sound" : -1 =
- [
- -1: "None"
- //* debris/glass1-4.wav
- 0: "Glass"
- //* debris/wood1-4.wav
- 1: "Wood"
- //* debris/metal1-6.wav
- 2: "Metal"
- //* debris/flesh1-7.wav
- 3: "Flesh"
- //* debris/concrete1-3.wav
- 4: "Concrete"
- ]
- //NEW 0.7.1
- m_fFriction(string) : "Bounce height" : "0.55"
- //NEW 0.7.1
- //* If you need access to both the entities involved in a collision, try targetting
- //* a locus_alias with this field. Then, target the effect you actually want with the
- //* "locus = wall" field, and you'll be able to refer to the shot via the alias.
- //* NB: This field does not work with the "gib" behaviours - use "noclip" or below.
- m_iszTouch(string) : "Fire on collision (locus = shot)"
- //NEW 0.7.1
- //* This won't be fired when the shot hits a wall that's not tied to an entity.
- //* (But a func_wall works fine.)
- //* NB: This field does not work with the "gib" behaviours - use "noclip" or below.
- m_iszTouchOther(string) : "Fire on collision (locus = wall)"
- //NEW 0.7.1
- m_vecSize(string) : "Shot size (X Y Z)" : "0 0 0"
- ]
- //NEW 1.1
- @PointClass base(Targetname) iconsprite("sprites/env.spr") = env_sky : "Unreal-Tournament style sky view"
- [
- ]
- @PointClass base(Master, MoveWith) iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound"
- [
- //NEW 0.5
- //* If set, the env_sound won't use its Radius- it will simply take effect when triggered.
- targetname(target_source) : "Name"
- target(target_destination) : "Fire when activated"
- radius(integer) : "Radius" : 128
- roomtype(choices) : "Room Type" : 0 =
- [
- 0 : "(Disable all filters)"
- 1 : "Generic (no filters)"
- 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, MoveWith) size(-16 -16 -16, 16 16 16) iconsprite("sprites/env.spr") = env_spark : "Spark"
- [
- target(string) : "Initial position (blank = here) [LP]"
- MaxDelay(string) : "Max Time between sparks" : "0"
- spawnflags(flags) =
- [
- 16: "Cyclic" : 0
- 32: "Toggle" : 0
- 64: "Start ON" : 0
- ]
- ]
- @PointClass sprite() base(Targetname, Angles, MoveWith, RenderFieldsMax) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
- [
- framerate(string) : "Framerate" : "10.0"
- model(sprite) : "Sprite Name" : "sprites/glow01.spr"
- scale(string) : "Scale" : ""
- message(string) : "Attached to entity..."
- frags(choices) : "...at attachment point" : 0 =
- [
- 0 : "0"
- 1 : "1"
- 2 : "2"
- 3 : "3"
- ]
- spawnflags(flags) =
- [
- 1: "Start on" : 0
- 2: "Play Once" : 0
- ]
- ]
- //NEW 0.3
- //* Simply keeps track of a state. Useful as a master or a conditional "branch".
- @PointClass base(Targetname, Master) color(128 128 255) iconsprite("sprites/env.spr") = env_state : "Local State"
- [
- target(target_destination) : "Target (on & off)"
- noise1(target_destination) : "Fire when turned on"
- noise2(target_destination) : "Fire when turned off"
- //* If the env_state gets turned off before it finishes turning on,
- //* the "fire on turning on" target will never get triggered. This is very
- //* useful for setting up "if you stay in this area for 5 seconds" type triggers.
- turnontime(string) : "Time taken to turn on" : "0"
- turnofftime(string) : "Time taken to turn off" : "0"
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- //* If you're trying to work out what's actually happening in your level,
- //* try ticking here and the env_state will tell you when it triggers, etc.
- 2 : "Debug Mode" : 0
- ]
- ]
- //NEW 0.4
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/env.spr") = env_warpball : "Teleport-in effect"
- [
- target(string) : "Initial position (blank = here) [LP]"
- health(string) : "Max lightning-arc length" : "90"
- frags(integer) : "Number of lightning bolts" : 12
- ]
- @SolidClass base(Breakable, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight) = func_breakable : "Breakable Object"
- [
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global, LockSounds) = func_button : "Button"
- [
- speed(integer) : "Speed" : 25
- health(integer) : "Health (shootable if > 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 (1)"
- 2: "Access Denied (2)"
- 3: "Access Granted (3)"
- 4: "Quick Combolock (4)"
- 5: "Power Deadbolt 1 (5)"
- 6: "Power Deadbolt 2 (6)"
- 7: "Plunger (7)"
- 8: "Small zap (8)"
- 9: "Keycard Sound (9)"
- 10: "Buzz (10)"
- 11: "Buzz Off (11)"
- //* buttons/lightswitch2.wav
- 14: "Lightswitch"
- ]
- wait(choices) : "Delay before Reset" : 0 =
- [
- -1 : "Stays pressed (-1)"
- ]
- delay(string) : "Delay before trigger" : "0"
- spawnflags(flags) =
- [
- 1: "Don't move" : 0
- //NEW 0.7.1
- //* Normally, the player can use buttons through walls etc. Tick here to
- //* prevent that.
- //* (With this set, it's also impossible to use the button unless it's in
- //* the centre of the player's crosshairs. So at last, control panels can
- //* have their buttons close together!)
- //* Don't combine this with Not Solid - the button will become unusable.
- 16: "Direct use only": 0
- 32: "Toggle" : 0
- 64: "Sparks" : 0
- 128: "Not Solid" : 0
- 256:"Touch Activates": 0
- //NEW 0.4
- //* Normally, a button can be activated with the Use key. Tick here to disable that behaviour.
- //* If "Touch activates" is also selected, this flag will instead <u>enable</u> the use key.
- 512:"Can't Use" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_conveyor : "Conveyor Belt"
- [
- spawnflags(flags) =
- [
- 1 : "No Push" : 0
- 2 : "Not Solid" : 0
- ]
- speed(string) : "Conveyor Speed" : "100"
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door : "Basic door"
- [
- //NEW 0.7.1
- //* Normally, the player can open doors when he can't actually see them
- //* (e.g. from the other side of a wall). Select "yes" here to prevent that.
- //* Don't combine this with Passable - the door will become unusable.
- directuse(choices) : "Direct use only" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- acceleration(integer) : "Acceleration '0' for infinite" : 0
- deceleration(integer) : "Deceleration '0' for infinite" : 0
- ]
- @SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door_rotating : "Rotating door"
- [
- //NEW 0.7.1
- //* Normally, the player can open doors when he can't actually see them
- //* (e.g. from the other side of a wall). Select "yes" here to prevent that.
- //* Don't combine this with Passable - the door will become unusable.
- directuse(choices) : "Direct use only" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- spawnflags(flags) =
- [
- 2 : "Reverse Dir" : 0
- 16: "One-way" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- distance(integer) : "Distance (deg)" : 90
- //NEW 0.5
- //* See the notes about this field in @func_rotating.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
- ]
- @SolidClass base(Appearflags, MoveWith, RenderFields, ZHLTLightKeys) = func_friction : "Surface with a change in friction"
- [
- //* 0% = No friction, 100% = Normal Friction
- modifier(integer) : "Percentage of standard (0 - 100)" : 15
- ]
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_guntarget : "Moving platform"
- [
- speed(integer) : "Speed (units per second)" : 100
- target(target_source) : "First stop target"
- message(target_source) : "Fire when damaged"
- health(integer) : "Damage to Take" : 0
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_healthcharger: "Wall health recharger"
- [
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_illusionary : "Fake Wall/Light"
- [
- skin(choices) : "Contents" : -1 =
- [
- -1: "Empty"
- -7: "Volumetric Light"
- -17:"Zero-G"
- -18:"Hover-Field"
- -19:"Fog effect"
- -20:"Special 1 (Particles)"
- -21:"Special 2 (Particles)"
- -22:"Special 3 (Particles)"
- ]
- _minlight(string) : "Minimum light level"
- ]
- //* Creates an invisible, climbable field.
- //* To show the actual ladder image, either add a @func_illusionary covered with a {ladder texture, or tick the Visible flag.
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_ladder : "Ladder"
- [
- spawnflags(flags) =
- [
- //NEW 0.5
- 1 : "Visible" : 0
- ]
- ]
- //* Also prevents hlcsg.exe from making a path between two @info_node entities on opposite sides of the brush.
- @SolidClass base(Targetname, MoveWith) = func_monsterclip : "Monster clip brush" []
- @SolidClass base(Targetname, MoveWith) = 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.
- @SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Appearflags) = func_pendulum : "Swings back and forth"
- [
- speed(integer) : "Speed" : 100
- //NEW 0.5
- //* See the notes about this field in @func_rotating.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
- distance(integer) : "Distance (deg)" : 90
- damp(integer) : "Damping (0-1000)" : 0
- dmg(integer) : "Damage inflicted when blocked" : 0
- spawnflags(flags) =
- [
- 1 : "Start ON" : 0
- 8 : "Passable" : 0
- 16: "Auto-return" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- _minlight(integer) : "_minlight"
- ]
- //* With any luck, I've fixed the bug which caused players to sometimes be frozen.
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_plat : "Elevator"
- [
- spawnflags(Flags) =
- [
- 1: "Toggle" : 0
- ]
- height(integer) : "Travel altitude (can be negative)" : 0
- speed(integer) : "Speed" : 50
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, Angles, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_platrot : "Moving Rotating platform"
- [
- spawnflags(flags) =
- [
- 1: "Toggle" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- speed(integer) : "Speed of rotation" : 50
- //NEW 0.5
- //* See the notes about this field in @func_rotating.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
- height(integer) : "Travel altitude (can be negative)" : 0
- rotation(integer) : "Spin amount" : 0
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Breakable, RenderFields, ZHLTLightKeys) = func_pushable : "Pushable object"
- [
- spawnflags(flags) =
- [
- 128: "Breakable" : 0
- //NEW 0.3
- //* Tick here if the crate can only ever be pushed.
- 512: "Can't Pull" : 0
- //NEW 1.8
- //* Don't let the pushable go faster than the person pushing it.
- //* This also fixes a bug with HL pushables - if you hold "use"
- //* while pushing them, they get pushed really hard.
- 1024: "Smooth push" : 0
- ]
- friction(integer) : "Friction (0-400)" : 50
- buoyancy(integer) : "Buoyancy" : 20
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_recharge: "Battery recharger"
- [
- _minlight(string) : "Minimum light level"
- ]
- //* Like @func_button, except it rotates.
- @SolidClass base(Targetname, Target, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Master, LockSounds) = func_rot_button : "RotatingButton"
- [
- //* if set, then when the button is pressed, the "target" field of the entity targetted by the button will be set to this value.
- changetarget(target_destination) : "ChangeTarget Name"
- speed(integer) : "Speed" : 50
- //NEW 0.5
- //* See the notes about this field in @func_rotating.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
- health(integer) : "Health (shootable if > 0)"
- //* The number against each sound corresponds to the wav file
- //* played. e.g. Squeaky (1) plays "buttons/lever1.wav".
- sounds(choices) : "Sounds" : -1 =
- [
- -1: "None"
- 21: "Squeaky (1)"
- 22: "Squeaky Pneumatic (2)"
- 23: "Ratchet Groan (3)"
- 24: "Clean Ratchet (4)"
- 25: "Gas Clunk (5)"
- ]
- wait(choices) : "Delay before reset" : 3 =
- [
- -1: "Stays pressed"
- ]
- delay(string) : "Delay before trigger" : "0"
- distance(integer) : "Distance (deg)" : 90
- spawnflags(flags) =
- [
- 1 : "Not solid" : 0
- 2 : "Reverse Dir" : 0
- //NEW 0.7.1
- //* See the notes about this on @func_button.
- 16: "Direct use only" : 0
- 32: "Toggle" : 0
- 64: "X Axis" : 0
- 128:"Y Axis" : 0
- 256:"Touch Activates" : 0
- 512:"Invert '+Use'able" : 0
- ]
- _minlight(integer) : "_minlight"
- ]
- @SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_rotating : "Rotating Object"
- [
- //* This sets the initial orientation of the entity, but that could
- //* be achieved by simply rotating the brushes, in Worldcraft.
- //* More importantly, it will change the position of the axes
- //* the entity pivots around.
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- speed(integer) : "Rotation Speed" : 30
- //NEW 0.5
- //* This field overrides the "X Axis" and "Y Axis" flags. It's
- //* mostly useful to make a complex orbit for an object. (If you
- //* just want to have a tilted axis for an otherwise normal rotating
- //* object, you'll want to change the "angle" field instead.)
- //* For example, set this field to "0 12 1" and the Z axis will
- //* rotate 12 times in the time it takes the X axis to complete one
- //* turn. (the entity will also turn 12 times faster than the
- //* Rotation Speed you specify.)
- //* NB: The way the quake engine handles rotation is not exactly
- //* intuitive. The Z axis (Yaw) is the primary axis, so rotation around
- //* the Y and X axes will be affected by the current Z position.
- //* Similarly, the Y axis (Pitch) is the secondary axis, so rotation
- //* around the X axis (Roll) will be affected by the current Y
- //* position.
- //* To get a feel for how this works, try making a func_rotating
- //* cube whose origin is at one corner, set its "axes" value to
- //* "1 1 0", and watch how it moves. One edge will simply go around
- //* in a horizontal circle, while the rest of the cube rotates
- //* around that edge.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 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 (1)"
- 2 : "Slow Rush (2)"
- 3 : "Medium Rickety (3)"
- 4 : "Fast Beating (4)"
- 5 : "Slow Smooth (5)"
- ]
- //* 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 : "X Axis" : 0
- 8 : "Y 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" : 0
- ]
- _minlight(integer) : "_minlight"
- spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
- dmg(integer) : "Damage inflicted when blocked" : 0
- ]
- //NEW 1.1
- @SolidClass base(Targetname) = func_shine : "Shiny Surface"
- [
- message(sprite) : "Shine sprite" : "sprites/bgspr.spr"
- scale(integer) : "Shine scale" : 10
- renderamt(integer) : "Shine brightness (0-255)" : 50
- ]
- @SolidClass base(BaseTank, ZHLTLightKeys) = func_tank : "Brush Gun Turret"
- [
- bullet(choices) : "Bullets" : 0 =
- [
- 0: "None"
- 1: "9mm"
- 2: "MP5"
- 3: "12mm"
- ]
- ]
- @SolidClass base(Targetname, MoveWith) = func_tankcontrols : "Tank controls"
- [
- target(target_destination) : "Tank entity name"
- //NEW 0.5
- //* This specifies how far the player has to move before the controls will dump him off.
- //* If you set -1, the player never gets dumped off. (In which case, the
- //* func_tankcontrols can only be deactivated by triggering it with another entity.)
- frags(integer) : "Tolerance (-1 = total)" : 30
- //NEW 0.5
- //* More crosshair choices will be available in future.
- crosshair(choices) : "Crosshair to use" : 0 =
- [
- 0: "None"
- 4: "MP5"
- ]
- spawnflags(flags) =
- [
- //NEW 0.5
- //* If you tick here, the controls can only be activated by triggering it with
- //* another entity.
- 1 : "Ignore +Use" : 0
- //NEW 1.0
- 2 : "Visible" : 0
- ]
- ]
- @SolidClass base(BaseTank, ZHLTLightKeys) = func_tanklaser : "Brush Laser Turret"
- [
- laserentity(target_source) : "env_laser Entity"
- ]
- @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankmortar : "Brush Mortar Turret"
- [
- iMagnitude(Integer) : "Explosion Magnitude" : 100
- ]
- @SolidClass base(BaseTank, ZHLTLightKeys) = func_tankrocket : "Brush Rocket Turret" []
- @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackautochange : "Automatic track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Trackchange, ZHLTLightKeys) = func_trackchange : "Train track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
- @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global) = func_tracktrain : "Track Train"
- [
- spawnflags(flags) =
- [
- 1 : "No Pitch (X-rot)" : 0
- 2 : "No User Control" : 0
- 4 : "No Reverse" : 0
- 8 : "Passable" : 0
- 16: "No Yaw (Z-rot)" : 0
- ]
- target(target_destination) : "First stop target"
- //* The number against each sound corresponds to the wav file
- //* played. e.g. Rail 1 plays "plats/ttrain1.wav".
- sounds(choices) : "Move Sound" : 0 =
- [
- 0: "None (or custom)"
- 1: "Rail 1"
- 2: "Rail 2"
- 3: "Rail 3"
- 4: "Rail 4"
- 5: "Rail 6"
- 6: "Rail 7"
- ]
- //NEW 0.6
- custommovesound(sound) : "Custom Move Sound"
- //NEW 0.6
- //* Default is "plats/ttrain_start1.wav". For silence, use "common/null.wav".
- customstartsound(sound) : "Start Sound"
- //NEW 0.6
- //* Default is "plats/ttrain_brake1.wav". For silence, use "common/null.wav".
- custombrakesound(sound) : "Stop Sound"
- //* This setting controls how smoothly the train turns corners - if the wheels are
- //* close together, it will turn sharply, and if far apart, it will turn more gradually.
- wheels(integer) : "Distance between the wheels" : 50
- height(integer) : "Height above track" : 4
- startspeed(integer) : "Initial speed" : 0
- speed(integer) : "Speed (units per second)" : 64
- dmg(integer) : "Damage on crush" : 0
- volume(integer) : "Volume (10 = loudest)" : 10
- bank(string) : "Bank angle on turns" : "0"
- _minlight(string) : "Minimum light level"
- avelocity(string) : "Initial avelocity (Y Z X)"
- ]
- @SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_train : "Moving platform"
- [
- target(target_source) : "First stop target"
- speed(integer) : "Speed (units per second)" : 100
- avelocity(string) : "Initial avelocity (Y Z X)"
- dmg(choices) : "Damage on crush" : 2 =
- [
- //NEW 0.3
- -1: "No damage"
- ]
- skin(integer) : "Contents" : 0
- volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
- spawnflags(flags) =
- [
- //NEW 0.5
- //* Usually, the center of the train (in fact, the center of its bounding box)
- //* will be the point used when positioning the train at a path_corner. Tick
- //* here to use its origin for this instead.
- 2 : "Origin on paths" : 0
- //NEW 0.4
- //* This is the default if you don't specify a name.
- 4 : "Initially On" : 0
- 8 : "Not solid" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
- //* Note that unlike func_tankcontrols, this defines what area the player must be standing in in order to use the tank.
- @SolidClass = func_traincontrols : "Train Controls"
- [
- target(target_destination) : "Train Name"
- ]
- //NEW 1.5, func_walls can now be rotated ingame when they spawn
- //This allows you to get around Hammer stuffing up rotating complex brushes
- @SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_wall : "Wall"
- [
- _minlight(string) : "Minimum light level"
- vuser1(string) : "Rotate by Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
- @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Invisible" : 0
- ]
- ]
- @SolidClass base(Targetname, Angles, Master, Door, LockSounds, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_water : "Liquid"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- 256: "Use Only" : 0
- ]
- skin(choices) : "Contents" : -3 =
- [
- -3: "Water"
- -4: "Slime"
- -5: "Lava"
- ]
- WaveHeight(string) : "Wave Height" : "0"
- ]
- @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_counter : "Fires when it hits limit"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- 2: "Reset On fire" : 0
- ]
- frags(integer) : "Initial Value" : 0
- health(integer) : "Limit Value" : 10
- ]
- @PointClass base(Targetname, Target, Master) iconsprite("sprites/game.spr") = game_counter_set : "Sets a game_counter"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- frags(integer) : "New Value" : 10
- ]
- @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_end : "End this multiplayer game" []
- @PointClass base(Targetname) iconsprite("sprites/game.spr") = game_player_equip : "Initial player equipment"
- [
- master(string) : "Team Master"
- spawnflags(flags) =
- [
- 1: "Use Only" : 0
- ]
- ]
- @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_hurt : "Hurts player who fires"
- [
- dmg(string) : "Damage To Apply" : "999"
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- ]
- @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_player_team : "Allows player to change teams"
- [
- spawnflags(flags) =
- [
- 1 : "Remove On fire" : 0
- 2 : "Kill Player" : 0
- 4 : "Gib Player" : 0
- ]
- target(string) : "game_team_master to use"
- ]
- @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_score : "Award/Deduct Points"
- [
- spawnflags(flags) =
- [
- 1: "Allow Negative" : 0
- 2: "Team Points" : 0
- ]
- points(integer) : "Points to add (+/-)" : 1
- ]
- @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_master : "Team based master/relay"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- triggerstate(choices) : "Trigger to send" : 2 =
- [
- 0: "Off"
- 1: "On"
- 2: "Toggle"
- ]
- teamindex(integer) : "Team Index (-1 = no team)" : -1
- ]
- @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/game.spr") = game_team_set : "Sets team of team_master"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- ]
- @PointClass base(Targetname, Master) iconsprite("sprites/game.spr") = game_text : "HUD Text Message"
- [
- spawnflags(flags) =
- [
- 1: "All Players" : 0
- 2: "Only once" : 0
- ]
- //NEW 0.6
- target(string) : "Fire when done"
- message(string) : "Message Text"
- x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
- y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
- effect(Choices) : "Text Effect" : 0 =
- [
- 0 : "Fade In/Out"
- 1 : "Credits"
- 2 : "Scan Out"
- ]
- color(color255) : "Color1" : "100 100 100"
- color2(color255) : "Color2" : "240 110 0"
- fadein(string) : "Fade in Time (or character scan time)" : "1.5"
- fadeout(string) : "Fade Out Time" : "0.5"
- holdtime(string) : "Hold Time" : "1.2"
- fxtime(string) : "Scan time (scan effect only)" : "0.25"
- channel(choices) : "Text Channel" : 1 =
- [
- 1 : "Channel 1"
- 2 : "Channel 2"
- 3 : "Channel 3"
- 4 : "Channel 4"
- ]
- ]
- @SolidClass base(Targetname) iconsprite("sprites/game.spr") = game_zone_player : "Player Zone brush"
- [
- intarget(target_destination) : "Target for IN players"
- outtarget(target_destination) : "Target for OUT players"
- incount(target_destination) : "Counter for IN players"
- outcount(target_destination) : "Counter for OUT players"
- ]
- @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter"
- [
- m_iBloodColor(choices) : "Blood color" : 0 =
- [
- -1 : "Don't Bleed"
- 0 : "Red (human)"
- 195 : "Yellow (alien)"
- ]
- ]
- //
- // hud entities
- //
- //NEW 1.0
- //* At the moment, this can only display sprites that are defined in sprites/hud.txt, and
- //* will always display them in the status icon area on the left of the screen.
- //* Bear in mind, the hud isn't displayed unless you have an HEV suit.
- @PointClass base(Targetname) = hud_sprite : "Hud Sprite Display"
- [
- message(sprite): "Sprite name" : "dmg_poison"
- rendercolor(color255) : "Color" : "255 255 255"
- spawnflags(flags) =
- [
- 1: "Start on" : 0
- ]
- ]
- //
- // info entities
- //
- //* If you give a decal a targetname, then it won't appear until fired.
- @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
- [
- texture(decal)
- ]
- //NEW 0.3
- //* An alias makes itself an "alternative name" for an entity. To refer to
- //* an entity through the alternative name, use the alias name preceeded by a *.
- //* For example, suppose you set up an info_alias entity called 'myalias'.
- //* 'Myalias' targets a light called 'redlight'. suppose a you set up a
- //* @trigger_once field targetting "*myalias", so that when you walk through the
- //* trigger field, redlight gets turned on and off. So far, info_alias seems to
- //* be like a @trigger_relay. However, you can also set up a switch which targets
- //* "myalias", to turn it off...
- @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_alias : "Alias"
- [
- target(target_destination) : "Reference while On"
- netname(string) : "Reference while Off"
- mode(string) : "Use Mode, 0= On/Off 1= list mode" : "0"
- spawnflags(Flags) =
- [
- 1 : "Start Off" : 0
- 2 : "Debug Mode" : 0
- ]
- ]
- @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) iconsprite("sprites/info.spr") = info_bigmomma : "Big Mamma Node"
- [
- spawnflags(Flags) =
- [
- 1 : "Run To Node" : 0
- 2 : "Wait Indefinitely" : 0
- ]
- target(target_destination) : "Next node"
- radius(string) : "Radius" : "0"
- reachdelay(string) : "Wait after approach" : "0"
- killtarget(target_destination) : "KillTarget"
- reachtarget(target_destination) : "Fire on approach"
- reachsequence(string) : "Sequence on approach" : ""
- health(string) : "Health on approach" : ""
- presequence(string) : "Sequence before approach" : ""
- ]
- //NEW 1.0
- //* Which compile options to use.
- @PointClass size(-8 -8 0, 8 8 32) iconsprite("sprites/info.spr") = info_compile_parameters : "Compile Options"
- [
- texdata(string) : "Texture Data Memory (in KB)" : "4096"
- estimate(choices) : "Estimate Compile Times?" : 0 =
- [
- 0: "Yes"
- 1: "No"
- ]
- bounce(integer) : "Number of radiosity bounces" : 1
- 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" : 2
- 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"
- ]
- spawnflags(flags) =
- [
- 1 : "Run CSG" : 1
- 2 : " No Clip" : 0
- 4 : " Only Ents" : 0
- 8 : " No Sky Clip" : 0
- 32 : "Run BSP" : 1
- 64 : " Leak Only" : 0
- 128 : " No Clip" : 0
- 256 : "Run VIS" : 1
- 512 : " Fast " : 0
- 2048 : "Run RAD" : 1
- 4096 : " Sparse " : 0
- 8192 : " Circus Mode" : 0
- 16384 : " Extra Mode " : 0
- ]
- ]
- //NEW 0.4
- //* An info_group acts similarly to an @info_alias, except that it has several
- //* "members" which are are accessed by writing 'mygroup.membername'.
- //* These members are set up just like the targets of a @multi_manager- except
- //* that they'll contain an entity reference instead of a delay time.
- //* If you set up its "target" field to refer to an info_alias entity, then when
- //* an info_group is triggered, it will change that info_alias entity to target the
- //* group.
- @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_group : "Entity Group"
- [
- target(string) : "Alias to change when fired [LE]"
- //* If you refer to a group member which hasn't been defined explicitly,
- //* but you do define a default prefix here, then the member name will be
- //* added to the prefix to generate an appropriate reference.
- //* e.g: Suppose an info_group named "bob" defines a default prefix
- //* "bobs_". Now; if you refer to, for example, "bob.house" or
- //* "bob.gun", you'll actually affect entities named "bobs_house"
- //* and "bobs_gun", respectively.
- defaultmember(string) : "Default member prefix"
- spawnflags(flags) =
- [
- 2 : "Debug Mode" : 0
- ]
- ]
- @PointClass base(Target, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) iconsprite("sprites/info.spr") = info_intermission : "Intermission Spot" []
- @PointClass base(Targetname, MoveWith) iconsprite("sprites/info.spr") = info_landmark : "Transition Landmark" []
- //NEW 0.6
- @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_movewith : "Movewith relay"
- [
- target(string) : "MoveWith when active"
- netname(string) : "MoveWith when inactive"
- spawnflags(flags) =
- [
- 1 : "Start inactive" : 0
- //* Usually, info_movewith will happily pass straight through a wall.
- //* Tick here if you want it to stop when it hits walls.
- //* Incidentally, ticking this will also allow it to set off trigger
- //* fields, such as @trigger_multiple.
- 2 : "Blockable" : 0
- ]
- ]
- @PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) iconsprite("sprites/infonode.spr") = info_node : "ai node" []
- @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) iconsprite("sprites/infonode.spr")= info_node_air : "ai air node" []
- @PointClass base(Targetname) iconsprite("sprites/info.spr") = info_null : "info_null (spotlight target)" []
- @PointClass base(PlayerClass) studio("models/player.mdl") = info_player_coop : "Player cooperative start" []
- @PointClass base(PlayerClass, Master, MoveWith) studio("models/player.mdl") = info_player_deathmatch : "Player deathmatch start"
- [
- target(target_destination) : "Target"
- ]
- @PointClass base(PlayerClass, MoveWith, Sequence) = info_player_start : "Player 1 start"
- [
- spawnflags(Flags) =
- [
- 1 : "Start with HEV" : 0
- ]
- ]
- @PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/info.spr") = info_target : "Beam Target"
- [
- spawnflags(Flags) =
- [
- //NEW 0.4
- //* Essentially, this flag forces the game engine to treat an info_target as visible
- //* (even though it isn't). This has two effects:
- //* 1) Normally if an env_beam is attached to an info_target which can move (via MoveWith),
- //* the env_beam won't follow the info_target properly. Ticking here fixes that problem.
- //* 2) If an env_beam's "ring" mode is selected, you must make both ends of the beam
- //* into 'visible' entities, otherwise the beam won't be displayed.
- //* (Note that if you're making a mod and you tell an info_target to use null.spr, you will
- //* of course have to distribute null.spr with the mod.)
- 1 : "Use null.spr" : 0
- ]
- ]
- @PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass, MoveWith) iconsprite("sprites/info.spr") = info_teleport_destination : "Teleport destination" []
- //NEW 1.0
- @PointClass color(255 128 0) iconsprite("sprites/info.spr") = info_texlights : "Texture Light Config" []
- //
- // items
- //
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_oxygen.mdl")= item_airtank : "Oxygen tank" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_antidote.mdl")= item_antidote : "Poison antidote" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_battery.mdl")= item_battery : "HEV battery"
- [
- //NEW 0.7.1
- model(string) : "Model (models/w_battery.mdl)"
- //NEW 0.7.1
- skin(integer) : "Skin"
- //NEW 0.7.1
- body(integer) : "Body"
- //NEW 0.7.1
- noise(string) : "Sound (items/gunpickup2.wav)"
- //NEW 0.7.1
- armorvalue(integer) : "Charge by (0 = normal)"
- ]
- //NEW 1.4
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_flashlight.mdl")= item_flashlight : "FlashLight" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_medkit.mdl")= item_healthkit : "Small Health Kit" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_longjump.mdl")= item_longjump : "Longjump Module" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_security.mdl")= item_security : "Security card" []
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) studio("models/w_suit.mdl")= item_suit : "HEV Suit"
- [
- spawnflags(Flags) =
- [
- 1 : "Short Logon" : 0
- ]
- ]
- //
- // lights
- //
- @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Light, ZhltLights) = light : "Invisible lightsource"
- [
- target(string) : "Target to shine at"
- firetarget(string) : "Target to trigger"
- spawnflags(Flags) =
- [
- 1 : "Initially dark" : 0
- ]
- ]
- //NEW 0.5
- //* See also @env_dlight.
- @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Targetname, MoveWith) = light_glow : "Dynamic Glow"
- [
- frags(choices) : "Glow Type" : 1 =
- [
- 2: "Brightest"
- 1: "Flashlight"
- 0: "None"
- ]
- spawnflags(Flags) =
- [
- 1 : "Initially dark" : 0
- 2 : "Flare" : 0
- ]
- ]
- @PointClass base(Angles, ZhltLights) color(255 255 128) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment"
- [
- pitch(integer) : "Pitch" : 0
- _light(color255) : "Brightness" : "255 255 128 200"
- ]
- @PointClass iconsprite("sprites/lightbulb.spr") color(255 255 128) base(Target, Light, ZhltLights) = light_spot : "Spotlight"
- [
- firetarget(string) : "Target to trigger"
- _cone(integer) : "Inner (bright) angle" : 30
- _cone2(integer) : "Outer (fading) angle" : 45
- pitch(integer) : "Pitch" : -90
- // _light(color255) : "Brightness" : "255 255 128 200"
- _sky(choices) : "Is Sky" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- spawnflags(Flags) =
- [
- 1 : "Initially dark" : 0
- ]
- ]
- @SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = momentary_door : "Momentary/Continuous door"
- [
- //NEW 0.4
- //* Maximum speed the door is allowed to move at.
- speed(choices) : "Speed" : 100 =
- [
- 0: "No limit"
- ]
- //* 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) (1)"
- 2: "Pneumatic (Sliding) (2)"
- 3: "Pneumatic (Rolling) (3)"
- 4: "Vacuum (4)"
- 5: "Power Hydraulic (5)"
- 6: "Large Rollers (6)"
- 7: "Track Door (7)"
- 8: "Snappy Metal Door (8)"
- 9: "Squeaky 1 (9)"
- 10: "Squeaky 2 (10)"
- ]
- 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"
- ]
- lip(integer) : "Lip"
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
- //NEW 0.7.1
- //* Stores a reference to an entity. Whenever the alias is triggered,
- //* it changes to record what triggered it.
- //* Thereafter, you can refer to that entity by *aliasname (where aliasname is the name
- //* of the locus_alias).
- //* Note that this records a specific entity - unlike @info_alias which
- //* records the name of an entity. So info_alias always refers to all entities with a particular
- //* name, whereas locus_alias always refers to one specific entity.
- @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = locus_alias : "Locus System - Entity variable"
- [
- netname(string) : "Initial value"
- ]
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_beam : "Locus System - Beam effect"
- [
- m_iszStart(string) : "Start at (blank = here)" : ""
- m_iszEnd(string) : "End at (blank = here)" : "*locus"
- impulse(choices) : "Start & End are" : 0 =
- [
- 0: "Entity & Entity [LE LE]"
- 1: "Entity & Position [LE LP]"
- 2: "Position & Position [LP LP]"
- 3: "Position & Direction [LP LV]"
- ]
- m_iszSprite(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
- renderamt(integer) : "Brightness (1 - 255)" : 255
- rendercolor(color255) : "Color (R G B)" : "255 255 255"
- m_iWidth(integer) : "Width" : 10
- m_iDistortion(integer) : "Distortion ('noise')" : 0
- m_fFrame(integer) : "Start frame" : 0
- m_iScrollRate(integer) : "Scroll rate" : 0
- m_fDuration(string) : "Duration (0 = unlimited)" : 0
- m_fDamage(string) : "Damage amount" : 0
- m_iDamageType(choices) : "Damage type" : 0 =
- [
- 0 : "Energy Beam"
- 1 : "Fracture"
- 2 : "Blood Loss"
- 4 : "Lacerations"
- 8 : "Burning"
- 16 : "Freezing"
- 512 : "Internal bleeding"
- 16384 : "Drowning"
- 65536 : "Biohazard"
- 131072 : "Poison (duration)"
- 262144 : "Radiation"
- 1048576: "Hazardous chemical"
- ]
- m_iszTargetName(target_source) : "Name of children"
- target(target_destination) : "Fire on spawn (locus = child)"
- spawnflags(flags) =
- [
- //* This will only work if "Start & End" is set to "Entity & Entity".
- 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
- //* For making a rope, etc.
- 512: "Draw Solid" : 0
- 1024: "Draw Sine" : 0
- ]
- ]
- //NEW 0.7.1
- //* As the name suggests, this acts like a variable in a programming language. It
- //* stores three values - a position, a velocity, and a number. (if you want a variable
- //* that records entities, see @locus_alias). To set values, trigger the entity; and to
- //* access them, just refer to it like the appropriate calc_x entity.
- //* locus_variable can also be used another way; if you give a "Child's Name"
- //* value, triggering it will create a reference point with that name. So for example,
- //* suppose you want to create streams of water wherever an object gets shot. You
- //* trigger a locus_variable to record where the shot hits, and then have its "fire
- //* on spawn" value triggering the water stream. But if you don't have it make seperate
- //* reference points, then all the water will come out of the last shot position.
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_variable : "Locus System - Variable for storing data"
- [
- m_iszPosition(string) : "Position to record [LP]" : "*locus"
- m_iszVelocity(string) : "Velocity to record [LV]" : "*locus"
- m_iszRatio(string) : "Number to record [LN]" : "*locus"
- m_iszTargetname(string) : "Child's name (blank = no child)"
- m_iszFireOnSpawn(string) : "Fire on spawn (locus = child)"
- m_fDuration(string) : "Removed after time (secs)"
- ]
- @SolidClass base(Targetname, Target, Angles, Master, MoveWith, RenderFields, ZHLTLightKeys) = momentary_rot_button : "Direct wheel control"
- [
- speed(integer) : "Speed" : 50
- //NEW 0.5
- //* See the notes about this field in @func_rotating.
- axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 21: "Squeaky"
- 22: "Squeaky Pneumatic"
- 23: "Ratchet Groan"
- 24: "Clean Ratchet"
- 25: "Gas Clunk"
- ]
- distance(integer) : "Distance (deg)" : 90
- returnspeed(integer) : "Auto-return speed" : 0
- spawnflags(flags) =
- [
- 1: "Door Hack" : 0
- 2: "Not useable" : 0
- 16: "Auto Return" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
- //
- // Monsters
- //
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/controller.mdl") = monster_alien_controller : "Controller" []
- @PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/agrunt.mdl") = monster_alien_grunt : "Alien Grunt"
- [
- netname(string) : "Squad Name"
- spawnflags(Flags) =
- [
- //* Only needed if you use the Squad Name value. If you define a Squad using the
- //* Squad Name value, but none of them are flagged as a Squad Leader, then the
- //* squad won't get linked together properly.
- 32 : "Squad Leader" : 0
- //NEW 1.0
- 1024: "Drop gun" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/islave.mdl") = monster_alien_slave : "Vortigaunt"
- [
- netname(string) : "Squad Name"
- spawnflags(Flags) =
- [
- //* Only needed if you use the Squad Name value. If you define a Squad using the
- //* Squad Name value, but none of them are flagged as a Squad Leader, then the
- //* squad won't get linked together properly.
- 32 : "Squad Leader" : 0
- //* This monster won't attack unless provoked.
- 64 : "Start Peaceful" : 0
- ]
- ]
- @PointClass base(Monster) size(-360 -360 -172, 360 360 8) studio("models/apache.mdl") = monster_apache : "Apache"
- [
- spawnflags(Flags) =
- [
- 8 : "No Wreckage" : 0
- 64: "Start Inactive" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/baby_headcrab.mdl") = monster_babycrab : "Baby Headcrab" []
- @PointClass base(Targetname, RenderFields) size(-16 -16 -36, 16 16 0) studio("models/barnacle.mdl") = monster_barnacle : "Barnacle Monster" []
- @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney"
- [
- frags(choices) : "Weapon" : 0 =
- [
- 0 : "Glock (normal)"
- 1 : "Python 357"
- ]
- spawnflags(Flags) =
- [
- //NEW 0.3
- //* Ensure the player can't take this monster's ammo or weapons.
- 1024: "Don't Drop Gun" : 0
- ]
- sequence(Choices) : "Animation Sequence (editor)" : 0 =
- [
- 0 : "Idle1"
- 1 : "Idle2"
- 2 : "Idle3"
- 3 : "Idle4"
- 4 : "walk"
- 5 : "run"
- 6 : "shootgun"
- 7 : "shootgun2"
- 8 : "draw"
- 9 : "disarm"
- 10 : "reload"
- 11 : "turnleft"
- 12 : "turnright"
- 13 : "laflinch"
- 14 : "raflinch"
- 15 : "llflinch"
- 16 : "rlflinch"
- 17 : "smlflinch"
- 18 : "cower stand"
- 19 : "locked door"
- 20 : "fall loop"
- 21 : "barn wave"
- 22 : "beat grunt"
- 23 : "beat grunt idle"
- 24 : "flashlight"
- 25 : "diesimple"
- 26 : "dieviolent"
- 27 : "diegutshot"
- 28 : "die forward"
- 29 : "die back"
- 30 : "die crump"
- 31 : "barnaclehit"
- 32 : "barnaclepull"
- 33 : "barnaclecrunch"
- 34 : "barnaclechew"
- 35 : "lie back"
- 36 : "lie side"
- 37 : "lie stomach"
- 38 : "stuffed in vent"
- 39 : "standing idle"
- 40 : "cpr barney"
- 41 : "cpr revive"
- 42 : "barney drag vent"
- 43 : "dying"
- 44 : "dying idle"
- 45 : "dying friend"
- 46 : "dying friend idle"
- 47 : "c1a3idle"
- 48 : "c1a3ventb"
- 49 : "c1a3 emergeidle"
- 50 : "c1a3emerge"
- 51 : "haul barney"
- 52 : "push buttons"
- 53 : "fence die"
- 54 : "sit1"
- 55 : "almostidle"
- 56 : "almost"
- 57 : "laseridle"
- 58 : "laser top"
- 59 : "laser bottom"
- 60 : "fallidle"
- 61 : "fall"
- 62 : "c3a2 draw"
- 63 : "corner2"
- 64 : "unlatch"
- 65 : "retina"
- 66 : "relax stand"
- 67 : "assasinated"
- 68 : "plunger"
- 69 : "pepsiswing"
- 70 : "pepsi push"
- 71 : "push button"
- ]
- ]
- @PointClass base(Targetname, Angles, RenderFields, Appearflags) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney"
- [
- pose(choices) : "Pose" : 0 =
- [
- 0 : "On back"
- 1 : "On side"
- 2 : "On stomach"
- ]
- ]
- @PointClass base(Monster) size(-95 -95 0, 95 95 190) studio("models/big_mom.mdl") = monster_bigmomma : "Big Mamma"
- [
- netname(string) : "First node"
- ]
- //* Not fully implemented: rudimentary AI. Will run away if attacked,
- //* otherwise will stand still.
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/floater.mdl") = monster_bloater : "Bloater" []
- @PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/bullsquid.mdl") = monster_bullchicken : "BullSquid" []
- @PointClass base(Monster) size(-3 -3 0, 3 3 3) studio("models/roach.mdl") = monster_cockroach : "Cockroach" []
- //@PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer : "Single Flyer" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 16) studio("models/aflock.mdl") = monster_flyer_flock : "Flock of Flyers"
- [
- iFlockSize(integer) : "Flock Size" : 8
- flFlockRadius(integer) : "Flock Radius" : 128
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" []
- @PointClass base(Monster) size(-32 -32 0, 32 32 128) studio("models/garg.mdl") = monster_gargantua : "Gargantua" []
- @PointClass base(Monster) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster"
- [
- spawnflags(Flags) =
- [
- 4 : "Not solid" : 0
- //NEW 0.4
- //* Tick here if you're using a model from the models/player/ directories.
- //* This option sets it up so that the model's bounding box is centered on its origin (the X in
- //* the middle of the entity, in WorldCraft), instead of being the middle of its bottom face.
- 8 : "Head Controller" : 0
- 16 : "Player model" : 0
- //NEW 0.4
- 32: "Invulnerable" : 0
- ]
- model(studio) : "model"
- //NEW 0.4
- //* <b>Headcrab:</b> 24 24 24
- //* <b>Houndeye:</b> 32 32 36
- //* <b>Human:</b> 32 32 72
- //* <b>Most Aliens:</b> 64 64 64
- size(string) : "Size (X Y Z)"
- //NEW 0.4
- //* <b>Player:</b> 0 = gordon's head, 1 = hooded.
- //* <b>Gina, Gordon, Helmet and Scientist player models:</b> 0 = original design, 1 = updated (better looking) version.
- //* <b>Barneys:</b> 0 = holstered gun, 1 = holding gun, 2 = missing gun.
- //* <b>Scientists:</b> 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick)
- //* <b>Human Grunts:</b> 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar)
- body(Integer) : "Body" : 0
- //NEW 0.4
- //* If not set, health is 8.
- health(Integer) : "Initial Health" : 0
- //NEW 0.4
- //* Experiment with other values (1-255) for different blood colors.
- m_bloodColor(choices) : "Blood Color" : 0 =
- [
- -1 : "Don't Bleed"
- 0 : "Red (Human)"
- 195 : "Yellow (Alien)"
- ]
- //NEW 0.5
- //* If you don't specify a gib model, one will be chosen based on
- //* the Blood Colour you set.
- m_iszGibModel(string) : "Gib Model"
- ]
- //NEW 0.5
- @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_generic_dead : "Generic Dead Body"
- [
- spawnflags(Flags) =
- [
- 8 : "Player model" : 0
- ]
- //* The corpse's pose will be the last frame of this sequence.
- //* This overrides the 'death type' value.
- netname(string) : "Sequence name"
- //* If you don't specify a 'Sequence name', the monster will select a random death
- //* animation of the type you specify here. Not all models have all these death types.
- frags(choices): "Death Type" : 36 =
- [
- 36 : "Just dead"
- 37 : "Fell backwards"
- 38 : "Fell forwards"
- 39 : "Died violently"
- 66 : "Head shot"
- 67 : "Chest shot"
- 68 : "Gut shot"
- 69 : "Shot in the back"
- ]
- //* <b>Player:</b> 0 = gordon's head, 1 = hooded.
- //* <b>Gina, Gordon, Helmet and Scientist player models:</b> 0 = original design, 1 = updated (better looking) version.
- //* <b>Barneys:</b> 0 = holstered gun, 1 = holding gun, 2 = missing gun.
- //* <b>Scientists:</b> 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick)
- //* <b>Human Grunts:</b> 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar)
- body(Integer) : "Body" : 0
- //* Experiment with other values (1-255) for different blood colors.
- m_bloodColor(choices) : "Blood Color" : 0 =
- [
- -1 : "Don't Bleed"
- 0 : "Red (Human)"
- 195 : "Yellow (Alien)"
- ]
- //* If you don't specify a gib model, one will be chosen based on
- //* the Blood Colour you set.
- m_iszGibModel(string) : "Gib Model"
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/gman.mdl") = monster_gman : "G-Man" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_grunt_repel : "Human Grunt (Repel)" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_grenade.mdl") = monster_handgrenade : "Live Handgrenade" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/headcrab.mdl") = monster_headcrab : "Head Crab" []
- @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit"
- [
- pose(choices) : "Pose" : 0 =
- [
- 0 : "On back"
- 1 : "Seated"
- 2 : "On stomach"
- 3 : "On Table"
- ]
- ]
- @PointClass base(Targetname, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_hgrunt_dead : "Dead Human Grunt"
- [
- pose(Choices) : "Pose" : 0 =
- [
- 0 : "On stomach"
- 1 : "On side"
- 2 : "Seated"
- ]
- //NEW 0.5
- weapons(Choices) : "Weapon" : 0 =
- [
- 0 : "MP5"
- 1 : "Shotgun"
- 2 : "No gun"
- ]
- //NEW 0.5
- //* The "no gun" settings are only included here for backwards compatibility.
- body(Choices) : "Head" : 0 =
- [
- 0 : "Gasmask"
- 6 : "Gasmask (black skin)"
- 1 : "Beret"
- 4 : "Skimask"
- 7 : "Skimask (black skin)"
- 5 : "Cigar (black skin)"
- 2 : "(Gasmask, no gun)"
- 3 : "(Beret, no gun)"
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/houndeye.mdl") = monster_houndeye : "Houndeye"
- [
- netname(string) : "Squad Name"
- spawnflags(Flags) =
- [
- //* Only needed if you use the Squad Name value. If you define a Squad using the Squad Name
- //* value, but none of them are flagged as a Squad Leader, then the squad won't get linked
- //* together properly.
- 32 : "SquadLeader" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hassassin.mdl") = monster_human_assassin : "Human Assassin" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_human_grunt : "Human Grunt (camo)"
- [
- netname(string) : "Squad Name"
- spawnflags(Flags) =
- [
- //* Only needed if you use the Squad Name value. If you define a Squad using the Squad Name
- //* value, but none of them are flagged as a Squad Leader, then the squad won't get linked
- //* together properly.
- 32 : "SquadLeader" : 0
- //NEW 0.3
- //* Ensure the player can't take this monster's ammo or weapons.
- 1024: "Don't Drop Gun" : 0
- ]
- weapons(Choices) : "Weapons" : 1 =
- [
- 1 : "9mmAR"
- 3 : "9mmAR + HG"
- 5 : "9mmAR + GL"
- 8 : "Shotgun"
- 10: "Shotgun + HG"
- ]
- sequence(Choices) : "Animation Sequence (editor)" : 11 =
- [
- 0 : "walk1"
- 1 : "run"
- 2 : "victorydance"
- 3 : "cower"
- 4 : "smflinch"
- 5 : "leftlegsmflinch"
- 6 : "rightlegsmflinch"
- 7 : "rightarmflinch"
- 8 : "leftarmflinch"
- 9 : "launchgrenade"
- 10 : "throwgrenade"
- 11 : "idle1"
- 12 : "idle2"
- 13 : "combatidle"
- 14 : "frontkick"
- 15 : "crouching_idle"
- 16 : "crouching_wait"
- 17 : "crouching_mp5"
- 18 : "standing_mp5"
- 19 : "reload_mp5"
- 20 : "crouching_shotgun"
- 21 : "standing_shotgun"
- 22 : "reload_shotgun"
- 23 : "advance_signal"
- 24 : "flank_signal"
- 25 : "retreat_signal"
- 26 : "drop_grenade"
- 27 : "limpingwalk"
- 28 : "limpingrun"
- 29 : "180L"
- 30 : "180R"
- 31 : "strafeleft"
- 32 : "straferight"
- 33 : "dieback1"
- 34 : "dieforward"
- 35 : "diesimple"
- 36 : "diebackwards"
- 37 : "dieheadshot"
- 38 : "diegutshot"
- 39 : "barnacled1"
- 40 : "barnacled2"
- 41 : "barnacled3"
- 42 : "barnacled4"
- 43 : "dead_on_stomach"
- 44 : "deadstomach"
- 45 : "deadside"
- 46 : "deadsitting"
- 47 : "repel_jump"
- 48 : "repel_repel"
- 49 : "repel_shoot"
- 50 : "repel_land"
- 51 : "repel_die"
- 52 : "dragholeidle"
- 53 : "draghole"
- 54 : "bustwall"
- 55 : "hoprail"
- 56 : "converse1"
- 57 : "converse2"
- 58 : "startleleft"
- 59 : "startleright"
- 60 : "divecover"
- 61 : "defuse"
- 62 : "corner1"
- 63 : "corner2"
- 64 : "stonetoss"
- 65 : "cliffdie"
- 66 : "diveaside_idle"
- 67 : "diveaside"
- 68 : "kneeldive_idle"
- 69 : "kneeldive"
- 70 : "WM_button"
- 71 : "WM_moatjump"
- 72 : "bustwindow"
- 73 : "dragleft"
- 74 : "dragright"
- 75 : "trackwave"
- 76 : "trackdive"
- 77 : "flyback"
- 78 : "impaled"
- 79 : "jumptracks"
- 80 : "pipetoss"
- 81 : "plunger"
- ]
- ]
- @PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/icky.mdl") = monster_ichthyosaur : "Ichthyosaur" []
- @PointClass base(Monster) size(-6 -6 0, 6 6 6) studio("models/leech.mdl") = monster_leech : "Leech" []
- @PointClass base(Monster) size(-16 -16 -32, 16 16 32) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret"
- [
- orientation(Choices) : "Orientation" : 0 =
- [
- 0 : "Floor Mount"
- 1 : "Ceiling Mount"
- ]
- spawnflags(Flags) =
- [
- 32 : "Autostart" : 0
- 64 : "Start Inactive" : 0
- ]
- ]
- @PointClass base(Monster) size(-192 -192 0, 192 192 384) studio("models/nihilanth.mdl") = monster_nihilanth : "Nihilanth" []
- //* The helicopter which flies around and drops grunts. Basically, whenever a grunt
- //* dies, a replacement will be dropped so that the level contains the same number as
- //* before.
- //* With Spirit, it's no longer necessary to place grunts in your level:
- //* in that situation the Osprey pretends, arbitrarily, that 4 have already died.
- //* NB: An osprey must have a patrol path; if you don't give one, it will fail to
- //* work. Spirit also fixes the Half-Life bug which meant a path_corner had to give
- //* a Speed value... though the Speed values will still function if you choose to use them.
- //* FYI: an Osprey will only drop grunts at path_corners whose Speed is set
- //* to 0. After dropping grunts, it will head for the nearest path_corner whose Speed
- //* is greater than 400, if one exists. Spirit also fixes the Half-Life bug which
- //* crashed the game if no such corner was available.
- @PointClass base(Monster) size(-480 -480 -112, 480 480 24) studio("models/osprey.mdl") = monster_osprey : "Osprey"
- [
- spawnflags(Flags) =
- [
- //* Until triggered, the osprey won't move or drop grunts.
- 64 : "Start Inactive" : 0
- ]
- ]
- //* Like @monster_bloater: no AI, no death animation.
- @PointClass base(Monster) size(-6 -6 0, 6 6 6) studio("models/bigrat.mdl") = monster_rat : "Rat" []
- @PointClass base(Weapon,Targetx,RenderFields) studio("models/w_satchel.mdl") = monster_satchelcharge : "Live Satchel Charge" []
- @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist : "Scared Scientist"
- [
- body(Choices) : "Body" : -1 =
- [
- -1: "Random"
- 0 : "Glasses"
- 1 : "Einstein"
- 2 : "Luther (black skin)"
- 3 : "Slick"
- ]
- sequence(Choices) : "Animation Sequence (editor)" : 13 =
- [
- 0 : "walk"
- 1 : "walk_scared"
- 2 : "run"
- 3 : "run1"
- 4 : "run2"
- 5 : "180_Left"
- 6 : "180_Right"
- 7 : "flinch"
- 8 : "flinch1"
- 9 : "laflinch"
- 10 : "raflinch"
- 11 : "llflinch"
- 12 : "rlflinch"
- 13 : "idle1"
- 14 : "idle3"
- 15 : "idle4"
- 16 : "idle5"
- 17 : "idle6"
- 18 : "idle7"
- 19 : "crouchstand"
- 20 : "crouch_idle"
- 21 : "crouch_idle2"
- 22 : "crouch_idle3"
- 23 : "crouch_idle3"
- 24 : "panic"
- 25 : "fear1"
- 26 : "fear2"
- 27 : "eye_wipe"
- 28 : "pull_needle"
- 29 : "return_needle"
- 30 : "give_shot"
- 31 : "diesimple"
- 32 : "dieforward"
- 33 : "dieforward1"
- 34 : "diebackward"
- 35 : "headshot"
- 36 : "gutshot"
- 37 : "lying_on_back"
- 38 : "lying_on_stomach"
- 39 : "dead_sitting"
- 40 : "dead_table1"
- 41 : "dead_table2"
- 42 : "dead_table3"
- 43 : "barnacled1"
- 44 : "barnacled2"
- 45 : "barnacled3"
- 46 : "barnacled4"
- 47 : "console"
- 48 : "checktie"
- 49 : "dryhands"
- 50 : "tieshoe"
- 51 : "whiteboard"
- 52 : "studycart"
- 53 : "lean"
- 54 : "pondering"
- 55 : "pondering2"
- 56 : "pondering3"
- 57 : "buysoda"
- 58 : "pause"
- 59 : "yes"
- 60 : "no"
- 61 : "push_button"
- 62 : "converse1"
- 63 : "converse2"
- 64 : "retina"
- 65 : "talkleft"
- 66 : "talkright"
- 67 : "deskidle"
- 68 : "coffee"
- 69 : "franticbutton"
- 70 : "startle"
- 71 : "sitlookleft"
- 72 : "sitlookright"
- 73 : "sitscared"
- 74 : "sitting2"
- 75 : "sitting3"
- 76 : "cprscientist"
- 77 : "cprscientistrevive"
- 78 : "cowering_in_corner"
- 79 : "sstruggleidle"
- 80 : "sstruggle"
- 81 : "headcrabbed"
- 82 : "c1a0_catwalkidle"
- 83 : "c1a0_catwalk"
- 84 : "ceiling_dangle"
- 85 : "ventpull1"
- 86 : "ventpull2"
- 87 : "ventpullidle1"
- 88 : "ventpullidle2"
- 89 : "sitidle"
- 90 : "sitstand"
- 91 : "keypad"
- 92 : "panic1"
- 93 : "lookwindow"
- 94 : "wave"
- 95 : "pulldoor"
- 96 : "beatdoor"
- 97 : "fallingloop"
- 98 : "crawlwindow"
- 99 : "divewindow"
- 100 : "locked_door"
- 101 : "push_button2"
- 102 : "unlock_door"
- 103 : "quicklook"
- 104 : "handrailidle"
- 105 : "handrail"
- 106 : "hanging_idle"
- 107 : "fall"
- 108 : "scientist_get_pulled"
- 109 : "hanging_idle2"
- 110 : "fall_elevator"
- 111 : "scientist_idlewall"
- 112 : "ickyjump_sci"
- 113 : "haulscientist"
- 114 : "c1a4_wounded_idle"
- 115 : "c1a4_dying_speech"
- 116 : "tentacle_grab"
- 117 : "helicack"
- 118 : "windive"
- 119 : "scicrashidle"
- 120 : "scicrash"
- 121 : "onguard"
- 122 : "seeya"
- 123 : "rocketcrawl"
- 124 : "portal"
- 125 : "gluonshow"
- 126 : "crouch"
- 127 : "kneel"
- ]
- ]
- @PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist_dead : "Dead Scientist"
- [
- body(Choices) : "Body" : -1 =
- [
- -1: "Random"
- 0 : "Glasses"
- 1 : "Einstein"
- 2 : "Luther (black skin)"
- 3 : "Slick"
- ]
- pose(Choices) : "Pose" : 0 =
- [
- 0 : "On back"
- 1 : "On Stomach"
- 2 : "Sitting"
- 3 : "Hanging"
- 4 : "Table1"
- 5 : "Table2"
- 6 : "Table3"
- ]
- sequence(Choices) : "Animation Sequence (editor)" : 37 =
- [
- 37 : "lying_on_back"
- 38 : "lying_on_stomach"
- 39 : "dead_sitting"
- 40 : "dead_table1"
- 41 : "dead_table2"
- 42 : "dead_table3"
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/sentry.mdl") = monster_sentry : "Sentry Turret Gun"
- [
- spawnflags(Flags) =
- [
- 32 : "Autostart" : 0
- 64 : "Start Inactive" : 0
- ]
- ]
- @PointClass base(Monster) size(-14 -14 22, 14 14 72) studio("models/scientist.mdl") = monster_sitting_scientist : "Sitting Scientist"
- [
- body(Choices) : "Body" : -1 =
- [
- -1: "Random"
- 0 : "Glasses"
- 1 : "Einstein"
- 2 : "Luther (black skin)"
- 3 : "Slick"
- ]
- spawnflags(Flags) =
- [
- //NEW 0.4
- //* Sitting scientists are pre-disaster by default.
- 1024: "Post-Disaster" : 0
- ]
- sequence(Choices) : "Animation Sequence (editor)" : 74 =
- [
- 71 : "sitlookleft"
- 72 : "sitlookright"
- 73 : "sitscared"
- 74 : "sitting2"
- 75 : "sitting3"
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 36) studio("models/w_squeak.mdl") = monster_snark : "Armed Snark" []
- //NEW 0.7
- //* While a monster_target is active, monsters will attack it as though it were another monster.
- //* An easy way to make monsters shoot out lights, attack func_tanks, etc.
- @PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack"
- [
- frags(choices) : "When active, count as:" : 11 =
- [
- 0 : "Ignored"
- //* Disliked by human military and most aliens.
- 3 : "Scientist"
- //* Hated by human military, disliked by most aliens.
- 11: "Barney"
- //* Hated by alien military, disliked by barneys and most aliens.
- 4 : "Human Military"
- //* Hated by human military, disliked by barneys.
- 5 : "Alien Military"
- //* Disliked by human miliary and barneys.
- 7 : "Other Alien"
- //* Disliked by all humans. Hated by Bullsquids.
- 8 : "Headcrab"
- //* Disliked by all humans and by other Bullsquids. Feared by Headcrabs.
- 9 : "Bullsquid"
- //* Disliked by everyone, except other Faction A members.
- 14 : "Faction A"
- //* Disliked by everyone, except other Faction B members.
- 15 : "Faction B"
- //* Disliked by everyone, except other Faction C members.
- 16 : "Faction C"
- ]
- spawnflags(Flags) =
- [
- 1: "Start inactive" : 0
- ]
- ]
- @PointClass base(Monster) size(-32 -32 0, 32 32 64) studio("models/tentacle2.mdl") = monster_tentacle : "Tentacle Arm"
- [
- sweeparc(integer) : "Sweep Arc" : 130
- sound(choices) : "Tap Sound" : -1 =
- [
- -1: "None"
- 0 : "Silo"
- 1 : "Dirt"
- 2 : "Water"
- ]
- ]
- @PointClass base(Monster) = monster_tripmine : "Active Tripmine"
- [
- spawnflags(Flags) =
- [
- 1 : "Instant On" : 0
- ]
- ]
- @PointClass base(Monster) size(-32 -32 -32, 32 32 32) studio("models/turret.mdl") = monster_turret : "Auto Turret"
- [
- orientation(Choices) : "Orientation" : 0 =
- [
- 0 : "Floor Mount"
- 1 : "Ceiling Mount"
- ]
- spawnflags(Flags) =
- [
- 32 : "Autostart" : 0
- 64 : "Start Inactive" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/zombie.mdl") = monster_zombie : "Scientist Zombie" [
- sequence(Choices) : "Animation Sequence (editor)" : 10 =
- [
- 0 : "idle1"
- 1 : "turn left"
- 2 : "turn right"
- 3 : "flinch small"
- 4 : "flinch"
- 5 : "big flinch"
- 6 : "getup"
- 7 : "falling"
- 8 : "attack1"
- 9 : "attack2"
- 10 : "walk"
- 11 : "laflinch"
- 12 : "raflinch"
- 13 : "llflinch"
- 14 : "rlflinch"
- 15 : "dieheadshot"
- 16 : "dieheadshot2"
- 17 : "diesimple"
- 18 : "dieback"
- 19 : "dieforward"
- 20 : "pause"
- 21 : "bust through wall"
- 22 : "kick punnch wall"
- 23 : "bust window"
- 24 : "soda"
- 25 : "slide idle"
- 26 : "slide wall"
- 27 : "ventclimbidle"
- 28 : "vent climb"
- 29 : "deadidle"
- 30 : "dead wall"
- 31 : "freaksitdie"
- 32 : "freaksit"
- 33 : "eatbodytable"
- 34 : "eatbody"
- 35 : "eatbodystand"
- 36 : "ripdoor"
- 37 : "pull Scientist"
- 38 : "eating"
- 39 : "eat to stand"
- 40 : "vent z idle"
- 41 : "vent c1a3"
- 42 : "haul zombie"
- 43 : "c2a3 snack getup"
- ]
- ]
- @PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
- [
- noise(String) : "Position to place monster at [LP]"
- noise1(String) : "Offset from position of monster [LV]"
- noise2(String) : "Angles of monster [LV]"
- noise3(String) : "Velocity of monster [LV]"
- TriggerTarget(String) : "TriggerTarget"
- TriggerCondition(Choices) : "Trigger Condition" =
- [
- 0 : "No Trigger"
- 1 : "See Player, Mad at Player"
- 2 : "Take Damage"
- 3 : "50% Health Remaining"
- 4 : "Death"
- 7 : "Hear World"
- 8 : "Hear Player"
- 9 : "Hear Combat"
- 10: "See Player Unconditional"
- 11: "See Player, Not In Combat"
- ]
- target(string) : "Target On Release"
- monstertype(string) : "Monster Type"
- netname(target_source) : "Name of Spawned Monsters"
- spawnflags(Flags) =
- [
- //* If you don't give the monstermaker a Name, this is the default.
- 1 : "Start ON" : 0
- //* In Cyclic mode, the maker will spawn a monster each time it's triggered.
- //* (Otherwise, triggering the maker will turn it on, and it will then make monsters as
- //* often as its 'delay' permits.)
- 4 : "Cyclic" : 0
- 8 : "MonsterClip" : 0
- //NEW 0.5
- //* By default, unless "number of monsters" is 1, the corpses of the monsters will fade out.
- //* Tick here to override this. In order to prevent infinite numbers of corpses from appearing,
- //* this flag is ignored if Number of Monsters is set to unlimited,
- 16 : "Leave corpses" : 0
- //NEW AJH
- //* Tick to force monsters to spawn regardless of other monsters being present.
- 32 : "Force Spawn" : 0
- //NEW 0.6
- //* If this is ticked, the created monsters won't drop their weapons when they die.
- 1024: "Don't Drop Gun" : 0
- ]
- //* The total number of monsters the monstermaker can create (-1 = unlimited)
- monstercount(choices) : "Number of Monsters" : -1 =
- [
- -1 : "Unlimited"
- ]
- //* If -1, a new monster will only be made when the last monster dies.
- //* Otherwise, this is is the time to wait (seconds) between producing new monsters.
- delay(string) : "Time between spawns" : "5"
- //NEW 0.4
- //* Mainly for use with @env_warpball. This makes a delay between the monstermaker triggering
- //* its "target on release" entity and the monster appearing. For best results, set the
- //* "target on release" value to the env_warpball, and set the "delay before release" to about 0.5.
- spawndelay(string) : "Delay before release" : "0"
- //* The maximum number of live children allowed at one time; if this is set, new children will
- //* not be made until one dies. (-1 = no limit)
- m_imaxlivechildren(integer) : "Max live children" : 5
- //* If you just want a monster to be ignored, use the "Prisoner" flag instead.
- m_iClass(choices) : "Monsters behave as" : 0 =
- [
- 0 : "Normal"
- //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
- 3 : "Scientist"
- //* Likes players and scientists; dislikes Machines, Human Military, and all aliens.
- 11: "Barney"
- //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military.
- 4 : "Human Military"
- //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them.
- //* Otherwise, they're pretty much like Human Military.
- 1 : "Machine (Human Military)"
- //* Hates players and Human Military. Dislikes Machines, scientists and barneys.
- 5 : "Alien Military"
- //* Dislikes Machines and all humans.
- 7 : "Other Alien"
- //* Dislikes all humans. Scared of Bullsquids.
- 8 : "Headcrab"
- //* Hates Headcrabs. Dislikes humans and other Bullsquids.
- 9 : "Bullsquid"
- //* Dislikes everyone, except other Faction A members.
- 14 : "Faction A"
- //* Dislikes everyone, except other Faction B members.
- 15 : "Faction B"
- //* Dislikes everyone, except other Faction C members.
- 16 : "Faction C"
- ]
- //NEW 0.5
- //* Replaces the old "Player Ally" flag.
- m_iPlayerReact(choices) : "Monsters reaction to player" : 0 =
- [
- 0 : "Normal"
- 1 : "Ignore"
- //* Scientists usually use this behaviour.
- 2 : "Friendly until hurt"
- //* Barneys usually use this behaviour.
- 3 : "Friendly unless provoked"
- 4 : "Enemy"
- // Not yet implemented, but will allow any monster to act like a barney/scientist.
- //5 : "Follower"
- ]
- ]
- //NEW 0.7.1
- //* For controlling the movement of other entities. There are two main ways to use this entity:
- //* a) Don't give it a targetname, just tell it what entity to affect. In this case, the
- //* motion of the affected entity will be managed however you want. This is mostly useful to
- //* make things MoveWith a @func_pushable or a monster. (Just name the func_pushable in the
- //* manager's "Position" field.)
- //* b) Give it a targetname, but leave the "target to affect" set to *locus. Then, type the
- //* motion_manager's name into the "trigger on spawn" field of, for example, an env_shooter.
- //* In this case, every shot the shooter makes will be managed throughout its lifetime.
- //* If you just want to change an entity's position or velocity instantly, once, then see
- //* @trigger_motion.
- @PointClass base(Targetname) = motion_manager : "Control the movement and direction of an entity"
- [
- target(target_destination) : "Target to affect [LE]" : "*locus"
- m_iszPosition(string) : "Position (blank = no change)"
- m_iPosMode(choices) : "Meaning of Position" : 0 =
- [
- 0 : "Set position [LP]"
- 1 : "Offset position [LV]"
- 2 : "Set velocity [LV]"
- 3 : "Accelerate by [LV]"
- 4 : "Follow position [LP]"
- ]
- m_iPosAxis(choices) :"Axes to Modify" : 0 =
- [
- 0 : "All Axes (Default)"
- 1 : "X axis only"
- 2 : "Y axis only"
- 4 : "Z axis only"
- 6 : "Not X (YZ only)"
- 5 : "Not Y (XZ only)"
- 3 : "Not Z (XY only)"
- ]
- m_iszFacing(string) : "Facing (blank = no change)"
- m_iFaceMode(choices) : "Meaning of Facing" : 0 =
- [
- 0 : "Face direction [LV]"
- 1 : "Rotate by [LV]"
- 2 : "Rotate by [PYR]"
- 3 : "Set avelocity [PYR]"
- ]m_iFaceAxis(choices) :"Axes to Modify" : 0 =
- [
- 0 : "All Axes (Default)"
- 1 : "Pitch only"
- 2 : "Yaw only"
- 4 : "Roll only"
- 6 : "Not Pitch"
- 5 : "Not Yaw"
- 3 : "Not Roll"
- ]
- spawnflags(flags) =
- [
- 1: "Debug" : 0
- 2: "swap pitch/yaw" : 0
- 4: "swapyaw/roll" : 0
- 8: "swap roll/pitch" : 0
- 16: "stepped" : 0
- ]
- ]
- @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
- [
- //NEW 0.3
- netname(string) : "Target on turning off"
- globalstate(string) : "Global State Master"
- ]
- //NEW 0.4
- //* A multi_alias is an @info_alias with more than one target. It's mainly useful to group entities
- //* together, while still allowing them to have individual names.
- //* For example, suppose you have a set of lights in your level. Each one has its own lightswitch,
- //* which allows it to be switched on and off on its own. But later in the level, you want the power
- //* (i.e. all the lights) to go off. One way to do that would be to make a multi_alias which
- //* targets all the lights, and simply trigger what that alias refers to.
- @PointClass base(Targetname) = multi_alias : "Multi-target alias"
- [
- //NEW 0.5
- m_iMode(choices) : "Mode" : 0 =
- [
- 0: "Normal"
- //* Each time the alias is used, one of the targets will be chosen
- //* at random. Targets with higher values are proportionally more
- //* likely to be chosen.
- 1: "Choose one (weighted)"
- //* Each time the alias is used, zero or more of the targets will
- //* be valid. The 'value' for each target gives the percentage
- //* chance that it will be valid each time.
- 2: "% chance for each"
- ]
- ]
- //* 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.
- //* If a master is given, then while the master is locked, the manager will ignore
- //* all signals. This won't prevent it from continuing a sequence that started while the master
- //* was unlocked, but it will prevent new sequences from starting.
- //* If you refer to a multi_manager via [LN], it returns the number of seconds since the sequence started.
- @PointClass base(Targetname, Master) color(255 128 0) iconsprite("sprites/multimanager.spr") = multi_manager : "MultiTarget Manager"
- [
- //NEW 0.3
- //* How long to wait before starting the sequence. This delay is <u>in addition to</u> the offsets given for each individual target.
- wait(string) : "Time offset"
- //NEW 0.3
- //* If set, then each time it's triggered the manager will wait for a random length of time. The "Time Offset"
- //* value is used as a minimum offset.
- maxwait(string) : "Max Time offset (Random)"
- //NEW 0.3
- //* Message to send to the targets.
- triggerstate(choices) : "Trigger to send" =
- [
- 0: "Toggle"
- 1: "On"
- 2: "Off"
- 3: "Kill"
- //* If you select this, the manager will send on whatever triggers (e.g. USE_ON) that it received
- //* itself. So this is a way to "fork" the signal sent by another entity.
- 4: "Same as input"
- ]
- //NEW 0.3
- mode(choices) : "Mode" =
- [
- //* The 'value' for each target is the time offset at which to fire it.
- 0: "Normal (time offset)"
- //* Choose one of the targets at random, and fire it. The 'value' gives the relative chance
- //* that each target will be chosen.
- 1: "Choose one (weighted)"
- //* Go through the list of targets, and for each one either fire it, or don't fire it.
- //* The 'value' gives the percentage chance that a value will get fired.
- 2: "% chance for each"
- //* In this mode, the number for each target specifies its position in the sequence
- //* (relative to the other numbers), but all the targets will actually be fired at the same time.
- //* So setting the targets to A 1, B 2 and C 3 would be equivalent to
- //* setting A 0, B 0, and C 0 in normal mode - except that you can guarantee A will be
- //* fired just before B, which will be just before C.
- 3: "No delay (ordered)"
- ]
- //NEW 0.7.1
- //* Gives threads a name of their own. This lets you kill/trigger the threads
- //* without affecting the manager, and vice versa. (If this is left blank, the
- //* threads have the same name as the manager.)
- //* This is mostly useful on a multithreaded looped manager, where you can stop all the loops
- //* simultaneously by triggering the threads off.
- m_iszThreadName(target_source) : "Name of threads"
- //NEW 0.7.1
- //* Whenever a thread is created, the entity named here will be triggered,
- //* with the new thread as the locus.
- m_iszLocusThread(string) : "Trigger on spawn (locus = thread)"
- 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 : "Multi-threaded" : 0
- //NEW 0.6
- //* NB: This flag has been moved. Apologies.
- //* When the sequence ends, it will start again from the beginning. To stop the
- //* loop, toggle the manager a second time.
- 4 : "Loop" : 0
- //NEW 0.6
- //* The manager will USE_KILL itself when the sequence is complete.
- //* If Loop is also ticked, the manager will only USE_KILL itself when told to stop the loop.
- 8 : "Once only" : 0
- //NEW 0.7.1
- //* The manager will activate itself when the level starts, so that you don't
- //* have to use a trigger_auto. (particularly useful for looping multi_managers.)
- 16 : "Start on" : 0
- //NEW 0.7.1
- //* The manager will report to the console when it fires, etc.
- 32 : "Debug mode" : 0
- ]
- ]
- //NEW 0.3
- //* A multi_watcher is like a normal @watcher, except that it watches up to 16 entities at once.
- //* The entity is probably most useful when used as a master for another entity- a versatile replacement
- //* for the @multisource, in a way. Note that if you need to handle a complex logical operation, you can make a
- //* multi_watcher which watches other multi_watchers.
- //* The list of watched entities is specified in the same way as the targets of a @multi_manager, except that the
- //* 'value' should be set to 0. (Future versions of Spirit may make use of the value, but for now it's ignored.)
- //* This is a very powerful entity, but is probably only useful for experienced mappers.
- @PointClass base(Targetname) = multi_watcher : "State Watcher"
- [
- m_fLogic(choices) : "Logical test" : 0 =
- [
- 0: "All (AND)"
- 2: "Not all (NAND)"
- 1: "At least one (OR)"
- 3: "None (NOR)"
- 4: "Exactly one (XOR)"
- 5: "Any number but one (XNOR)"
- ]
- //* This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes.
- target(target_destination) : "Entity to notify"
- //* The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'.
- spawnflags(flags) =
- [
- //* If this is enabled, the watcher will always notify its target with USE_TOGGLE, instead of sending ON or OFF.
- 1: "Send 'Toggle'" : 0
- 8: "NOT 'On'" : 0
- 16: "'Off'" : 0
- 32: "'Turn On'" : 0
- 64: "'Turn Off'" : 0
- 128:"'In Use'" : 0
- ]
- ]
- @PointClass base(Targetname, Angles, MoveWith) size(16 16 16) color(247 181 82) iconsprite("sprites/pathcorner.spr") = path_corner : "Path Corner"
- [
- spawnflags(Flags) =
- [
- 1: "Wait for retrigger" : 0
- 2: "Teleport" : 0
- 4: "Fire once" : 0
- ]
- target(target_destination) : "Next stop target"
- message(target_destination) : "Fire on Pass"
- wait(integer) : "Wait here (secs)" : 0
- speed(integer) : "Speed (0 = no change)" : 0
- //NEW 0.5
- armortype(choices) : "Meaning of 'Speed'" : 0 =
- [
- 0 : "Set new speed"
- //* It's very easy to get the train going 'infinitely' fast with this setting.
- //* Excessively high speeds tend to cause problems, so use with caution.
- 1 : "Increase speed by"
- //* This permanently changes the train's speed, the same way as the other
- //* settings. In other words: when it reaches the next corner, the train's
- //* speed won't change back.
- 2 : "Time to next corner"
- ]
- //NEW 0.5
- //* When the train passes this corner, its rate of turning will be set to this value -
- //* just like the "speed" for a corner sets the train's linear speed.
- //* NB: setting this field to "0 0 0" will make the train stop turning. Leaving the
- //* field blank, on the other hand, will leave the train turning at the same rate.
- turnspeed(string) : "Turn speed (Y Z X)"
- //NEW 0.5
- //* If set to "Yes", then as trains approach this corner, they will turn to face its
- //* 'angle' value.
- //* By default, the train will keep turning after passing the corner. To
- //* make it stay facing your chosen direction, set "Turn Speed" to "0 0 0".
- armorvalue(choices) : "Match Angle" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- ]
- @PointClass base(Targetname, Angles, MoveWith) size(16 16 16) = path_track : "Train Track Path"
- [
- spawnflags(Flags) =
- [
- 1: "Disabled" : 0
- 2: "Fire once" : 0
- 4: "Branch Reverse" : 0
- 8: "Disable train" : 0
- ]
- target(target_destination) : "Next stop target"
- altpath(target_destination) : "Branch Path"
- message(target_destination) : "Fire on Pass"
- netname(target_destination) : "Fire on dead end"
- speed(integer) : "Speed (0 = no change)" : 0
- //NEW 0.5
- armortype(choices) : "Meaning of 'Speed'" : 0 =
- [
- //* In normal Half-Life, this was the only setting available.
- //* NB: This will have no effect unless the train has the "No Control" flag set.
- 0 : "Set current speed"
- //* This sets the train's 'master speed', which means that the train's speed in
- //* all gears (half speed, quarter speed, etc) will also change in proportion to
- //* the number you set.
- 3 : "Set master speed"
- //* It's very easy to get the train going 'infinitely' fast with this setting.
- //* Excessively high speeds tend to cause problems, so use with caution.
- //* (This changes the 'master speed').
- 1 : "Increase speed by"
- //* This permanently changes the train's speed, the same way as the other
- //* settings. In other words: when it reaches the next corner, the train's
- //* speed won't change back.
- //* (This changes the 'master speed').
- 2 : "Time to next corner"
- // 3: "Change gear"?
- ]
- //NEW 0.5
- //* When the train passes this corner, its rate of turning will be set to this value -
- //* just like the "speed" for a corner sets the train's linear speed.
- //* NB: setting this field to "0 0 0" will make the train stop turning. Leaving the
- //* field blank, on the other hand, will leave the train turning at the same rate.
- turnspeed(string) : "Turn speed (Y Z X)"
- //NEW 0.5
- frags(choices) : "Meaning of 'Turn Speed'" : 0 =
- [
- 0 : "Set current turn speed"
- //* The value specified will be scaled to fit the speed (e.g. half
- //* speed, quarter speed) the train is currently moving at.
- 1 : "Set master turn speed"
- //* When you set Turn Speed to make a tracktrain turn around, its normal turning
- //* (face along the track, turn at corners) gets suppressed. Select this when you
- //* want to reenable it. (The 'Turn Speed' value isn't used when this option is
- //* selected.)
- 2 : "Back to normal"
- ]
- //NEW 0.5
- //* If set to "Yes", then as trains approach this corner, they will turn to face its
- //* 'angle' value.
- //* By default, the train will keep turning after passing the corner. To
- //* make it stay facing your chosen direction, set "Turn Speed" to "0 0 0".
- armorvalue(choices) : "Match Angle" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- ]
- //
- // player effects
- //
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_freeze : "Stop player from moving"
- [
- delay(string) : "Duration (0 = until retriggered)" : "5"
- netname(string): "Clamp view dir [LV]" : "0 1 0"
- noise(string): "Yaw range [LN]" : "360"
- noise1(string): "Look up range [LN]" : "90"
- noise2(string): "Look down range [LN] (= up if blank)"
- noise3(string): "Turn speed [LN] (blank = instant)"
- spawnflags(Flags) =
- [
- //* If you set this, then the entity expects to freeze the locus you tell it.
- //* If there's no locus, or it isn't a player, nothing will happen.
- //* (If you don't tick this, then player_freeze will just affect player 1.)
- 1: "Affect locus" : 0
- //* Don't stop the player moving, only clamp his view.
- 2: "View Only " : 0
- ]
- ]
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
- [
- duration(string) : "Fade Duration (seconds)" : "2"
- holdtime(string) : "Hold Fade (seconds)" : "0"
- renderamt(integer) : "Fade Alpha" : 255
- rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
- messagetime(string) : "Show Message delay" : "0"
- message(string) : "Message To Display" : ""
- loadtime(string) : "Reload delay" : "0"
- ]
- // this may be the most irritating, repetitive, time-consuming entity I've ever implemented...
- // HL's ammo system is _not_ set up to make this easy.
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strip player's weapons"
- [
- //NEW 0.6
- //* In each of these fields, either choose a preset value from the menu, or else specify
- //* a number of bullets to remove (e.g. 8).
- bullets(choices) : "Take 9mm bullets" : 0 =
- [
- 0: "All"
- -2: "All except clips"
- -1: "Empty clips only"
- -3: "None"
- ]
- magnum(choices) : "Take 357 bullets" : 0 =
- [
- 0: "All"
- -2: "All except clip"
- -1: "Empty clip only"
- -3: "None"
- ]
- shotgun(choices) : "Take shotgun ammo" : 0 =
- [
- 0: "All"
- -2: "All except clip"
- -1: "Empty clip only"
- -3: "None"
- ]
- crossbow(choices) : "Take crossbow bolts" : 0 =
- [
- 0: "All"
- -2: "All except clip"
- -1: "Empty clip only"
- -3: "None"
- ]
- argrenades(choices) : "Take AR grenades" : 0 =
- [
- 0: "All"
- -1: "None"
- ]
- rockets(choices) : "Take rockets" : 0 =
- [
- 0: "All"
- -2: "All except clip"
- -1: "Empty clip only"
- -3: "None"
- ]
- uranium(choices) : "Take uranium ammo" : 0 =
- [
- 0: "All"
- -2: "All except clips"
- -1: "Empty clips only"
- -3: "None"
- ]
- satchels(choices) : "Take satchel charges" : 0 =
- [
- 0: "All"
- -1: "None"
- ]
- snarks(choices) : "Take snarks" : 0 =
- [
- 0: "All"
- -1: "None"
- ]
- tripmines(choices) : "Take tripmines" : 0 =
- [
- 0: "All"
- -1: "None"
- ]
- handgrenades(choices) : "Take handgrenades" : 0 =
- [
- 0: "All"
- -1: "None"
- ]
- hornetgun(choices) : "Take Hornet Gun" : 0 =
- [
- 0: "Gun & ammo"
- -3: "Ammo"
- -1: "None"
- ]
- spawnflags(Flags) =
- [
- 1: "Remove suit" : 0
- 2: "Leave crowbar" : 0
- 4: "Leave glock" : 0
- 8: "Leave 357" : 0
- 16: "Leave mp5" : 0
- // chaingun was never used
- 64: "Leave crossbow" : 0
- 128: "Leave shotgun" : 0
- 256: "Leave rpg" : 0
- 512: "Leave gauss" : 0
- 1024: "Leave egon" : 0
- ]
- ]
- //NEW 0.3
- //* Note that a @monster_generic won't usually do these actions correctly.
- //* If you're using this to make a @monster_barney shoot, it'll look odd (as if he's shooting bullets from his
- //* knuckles) unless you first use a scripted_sequence (playing the "draw" animation) or env_customize
- //* (setting body = 1) to put his pistol into his hand; as seen in the SpiritDemo level.
- @PointClass base(Script) = scripted_action : "Scripted Action"
- [
- //NEW 1.0
- m_iszMoveTarget(string) : "Move target (blank = this) [LE]"
- m_fMoveTo(choices) : "Move to Position" : 5 =
- [
- //* Don't move at all. (Turn Type will be ignored.)
- 0 : "No (don't turn)"
- //* Walk to the move target, then turn.
- 1 : "Walk"
- //* Run to the move target, then turn.
- 2 : "Run"
- //* Don't move - just turn to face to whatever the turn mode.
- 5 : "No - Only turn"
- //* Teleport to the move target. Also, the monster's angle will instantly change to
- //* whatever is specified in the turn target's "turn type".
- //* Spirit fixes a bug which used to freeze a monster when playing scripts with this setting.
- 4 : "Instant move + turn"
- //NEW 1.0
- //* Don't move - just change angle to whatever the turn type specifies, instantly.
- 6 : "No - Instant turn"
- ]
- //NEW 0.6
- //* If you specify a classname (e.g. monster_barney) here, the script will choose a random entity of that
- //* type.
- m_iszAttack(string) : "Entity to attack (blank = this) [LE]"
- //NEW 0.3
- m_fTurnType(choices) : "Turn mode" : 1 =
- [
- //* Turn to the same angle as the attack entity is facing.
- 0 : "Match Angle"
- //* Turn to look (and aim) at the entity to attack.
- 1 : "Turn to face"
- 2 : "Don't Turn"
- ]
- m_fAction(choices) : "Action to perform" : 0 =
- [
- //* Headcrabs: leap. Houndeye: sonic attack. Barney: fire pistol... and so on. Most monsters have a ranged attack of some kind.
- 0 : "Ranged Attack"
- //* Grunts and assassins: throw or launch a grenade at the "attack" entity.
- //* Alien Controller: big homing fireball.
- 1 : "Ranged Attack 2"
- //* Scientist: Heal. Everyone else: Kick, punch, bite, slash with claws, etc.
- 2 : "Melee Attack"
- //* Assassins: kick. Bullsquids:bite. Headcrab: rear up on hind legs.
- //* Big Momma: lay a baby headcrab. Gargantua: Flame Thrower.
- 3 : "Melee Attack 2"
- //* Grunts: place a grenade on the ground.
- 4 : "Special Attack"
- //* Don't know of any monsters which use this, but feel free to try...
- 5 : "Special Attack 2"
- //* Grunts and barneys: Reload. The same thing can be done with a @scripted_sequence, but it's available here for convenience.
- 6 : "Reload"
- //* Assassins: jump to the "attack" entity. Houndeyes, Bullsquids and Big Momma: just jump.
- 7 : "Jump"
- //* Just turn and/or move.
- 8 : "No action"
- ]
- spawnflags(Flags) =
- [
- //* If this isn't ticked, the script will be ignored while the monster is in combat.
- 64: "Override AI" : 0
- ]
- ]
- //* If no targetname is given, a scripted_sentence will play sentences as often as its "refire" rate permits.
- @PointClass base(Targetname, Targetx, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
- [
- spawnflags(Flags) =
- [
- 1 : "Fire Once" : 0
- 2 : "Followers Only" : 0
- 4 : "Interrupt Speech" : 0
- 8 : "Concurrent" : 0
- ]
- sentence(string) : "Sentence Name" : ""
- //NEW 0.4
- entity(string) : "Target Monster (blank for HEV) [LE]"
- duration(string) : "Sentence Time" : "3"
- //* If "Target Monster" is a classname, the game picks a random monster of that type from within this
- //* search radius.
- radius(integer) : "Search Radius" : 512
- refire(string) : "Delay Before Refire" : "3"
- listener(string) : "Listener Name/Class" : "player"
- volume(string) : "Volume 0-10" : "10"
- attenuation(Choices) : "Sound Radius" : 0 =
- [
- 0 : "Small Radius"
- 1 : "Medium Radius"
- 2 : "Large Radius"
- 3 : "Play Everywhere"
- ]
- ]
- //* If a scripted_sequence has no targetname, it will start playing as soon as the level begins.
- //* If two or more scripted_sequences have the same targetname, they will be synchronised so that
- //* no matter how long it takes the monsters to walk to the sequence entities, their action animations
- //* will start at the same time. Also, if one of the monsters cancels its sequence (e.g. if it gets
- //* hurt), the other one will too.
- @PointClass base(ScriptSequence) size(-16 -16 0, 16 16 72) iconsprite("sprites/scriptedsequence.spr") = scripted_sequence : "Scripted Sequence"
- [
- spawnflags(Flags) =
- [
- //* Unless you tick this, the monster won't play the script when it's in combat.
- 64: "Override AI" : 0
- ]
- ]
- //NEW 0.6
- @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_tanksequence : "Scripted Tank Sequence"
- [
- m_iszEntity(string) : "Tank to affect"
- m_iTurn(choices) : "Turn to" : 2 =
- [
- 0: "Don't turn"
- 1: "Match angle"
- 2: "Face sequence"
- 3: "Face enemy"
- ]
- //* Specify either a classname (e.g. monster_barney) or a targetname to look for.
- //* If you leave this blank, the tank will just pick its nearest enemy.
- m_iszEnemy(string) : "Enemy to face"
- m_iShoot(choices) : "Fire gun" : 1 =
- [
- 0: "Don't fire"
- 1: "Once (at end)"
- 2: "Constantly"
- 3: "While facing target"
- ]
- m_iUntil(choices) : "Halt condition" : 1 =
- [
- 0: "None"
- 1: "Tank faces target"
- 2: "Enemy dies"
- ]
- target(string) : "Trigger on halt"
- m_fDuration(string) : "Time limit (0 = no limit)" : "0"
- netname(string) : "Trigger on timeout"
- m_iActive(choices) : "Tank state afterwards" : 0 =
- [
- 0: "No change"
- 1: "Active"
- 2: "Inactive"
- 3: "Toggle"
- ]
- m_iControllable(choices) : "Control afterwards" : 0 =
- [
- 0: "No change"
- 1: "Controllable"
- 2: "Not Controllable"
- 3: "Toggle"
- ]
- m_iLaserSpot(choices) : "Laser Spot afterwards" : 0 =
- [
- 0: "No change"
- 1: "Turn on"
- 2: "Turn off"
- 3: "Toggle"
- ]
- spawnflags(flags) =
- [
- //* Usually, if a player is using the tank when the sequence is activated,
- //* the sequence won't work. Tick here to override that, by dumping the
- //* player when the sequence starts.
- 1: "Dump player" : 0
- 2: "Repeatable" : 0
- ]
- ]
- //NEW 0.6
- //* This entity is by no means complete, but is still somewhat usable.
- @PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_trainsequence : "Scripted Train Sequence"
- [
- m_iszEntity(string) : "Func_train to affect [LE]"
- m_iszDestination(string) : "Destination to head for [LE]"
- m_iDirection(choices) : "Train direction" : 4 =
- [
- 4: "Towards destination"
- 1: "Forwards"
- 2: "Backwards"
- 0: "No change"
- ]
- target(string) : "Fire on arrival"
- m_fDuration(string) : "Time limit (0 = no limit)" : "0"
- netname(string) : "Fire on timeout"
- //* This entity will be triggered regardless of how the sequence ends:
- //* by reaching the destination, by timing out, or by the sequence being
- //* triggered 'off' (which causes it to abort).
- m_iszTerminate(string) : "Fire at end, regardless"
- m_iPostDirection(choices) : "Direction afterwards" : 3 =
- [
- 1: "Forwards"
- 3: "Stop"
- ]
- spawnflags(flags) =
- [
- 2: "Once only" : 0
- //* The train will just move straight to the destination
- //* you specify, without trying to follow an existing path.
- 4: "Skip path" : 0
- ]
- ]
- @PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = speaker : "Announcement Speaker"
- [
- preset(choices) :"Announcement Presets" : 0 =
- [
- 0: "None"
- 1: "C1A0 Announcer"
- 2: "C1A1 Announcer"
- 3: "C1A2 Announcer"
- 4: "C1A3 Announcer"
- 5: "C1A4 Announcer"
- 6: "C2A1 Announcer"
- 7: "C2A2 Announcer"
- // 8: "C2A3 Announcer"
- 9: "C2A4 Announcer"
- // 10: "C2A5 Announcer"
- 11: "C3A1 Announcer"
- 12: "C3A2 Announcer"
- ]
- message(string) : "Sentence Group Name"
- health(integer) : "Volume (10 = loudest)" : 5
- spawnflags(flags) =
- [
- 1: "Start Silent" : 0
- ]
- ]
- @PointClass base(Targetname) = target_cdaudio : "CD Audio Target"
- [
- health(choices) : "Track #" : -1 =
- [
- -1 : "Stop"
- 1 : "Track 1"
- 2 : "Track 2"
- 3 : "Track 3"
- 4 : "Track 4"
- 5 : "Track 5"
- 6 : "Track 6"
- 7 : "Track 7"
- 8 : "Track 8"
- 9 : "Track 9"
- 10 : "Track 10"
- 11 : "Track 11"
- 12 : "Track 12"
- 13 : "Track 13"
- 14 : "Track 14"
- 15 : "Track 15"
- 16 : "Track 16"
- 17 : "Track 17"
- 18 : "Track 18"
- 19 : "Track 19"
- 20 : "Track 20"
- 21 : "Track 21"
- 22 : "Track 22"
- 23 : "Track 23"
- 24 : "Track 24"
- 25 : "Track 25"
- 26 : "Track 26"
- 27 : "Track 27"
- 28 : "Track 28"
- 29 : "Track 29"
- 30 : "Track 30"
- ]
- radius(string) : "Player Radius"
- ]
- //
- // Triggers
- //
- //* Be careful when using this entity; it will trigger not only when the level starts,
- //* but also when a saved game is loaded.
- @PointClass base(Target, Killtarget) iconsprite("sprites/trigger.spr") = trigger_auto : "AutoTrigger"
- [
- delay(string) : "Delay before trigger" : "0.1"
- spawnflags(Flags) =
- [
- 1 : "Remove On fire" : 0
- //NEW 0.5
- //* Tick here to have the trigger_auto's "activator" be the player.
- //* (Not for use in multiplayer levels.)
- 2 : "From Player" : 0
- ]
- globalstate(string) : "Global State to Read"
- //NEW 0.3
- triggerstate(choices) : "Trigger to send" : 2 =
- [
- 0 : "Off"
- 1 : "On"
- 2 : "Toggle"
- 3 : "Kill"
- ]
- ]
- @SolidClass base(Targetname, Master, MoveWith) = trigger_autosave : "AutoSave Trigger" []
- //NEW 0.6
- //* An entity that things bounce off. Set its Angle to specify the angle to reflect them in;
- //* objects already moving in this direction will be unaffected. (E.g. to make a trampoline,
- //* you would specify "up". Objects which are already moving upwards will be unaffected.)
- //* Try Factor = 2 and Minimum Speed = 150 to make a corridor which players can't run through,
- //* only walk slowly. (Something like the force-fields in Dune.)
- @SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_bounce : "Bouncey area"
- [
- //* Acts like friction - each bounce will be scaled up or down by this amount.
- //* (for instance, if the factor is 0.5, and you hit the trigger_bounce at 100
- //* units/sec, you'll bounce off at 50 units/sec.)
- frags(string) : "Factor (0=stop, 1=perfect bounce)" : "0.9"
- //* If an object hits the trigger_bounce entity slower than this, then it'll
- //* go straight through.
- armorvalue(string) : "Minimum Speed" : "100"
- spawnflags(flags) =
- [
- //* Tells the entity to reduce bounce speeds by the 'minimum speed' value.
- //* (for instance, if you hit the trigger_bounce at 100 units/sec, the Factor is
- //* 0.5 and the min.speed is 20, then you'll bounce off at 40 units/sec.
- 16: "Truncate Speed" : 0
- ]
- ]
- @PointClass base(Targetname, Targetx) iconsprite("sprites/trigger.spr") = trigger_camera : "Trigger Camera"
- [
- wait(integer) : "Hold time" : 10
- moveto(string) : "Path Corner"
- spawnflags(flags) =
- [
- 1: "Start At Player" : 0
- 2: "Follow Player" : 0
- 4: "Freeze Player" : 0
- ]
- speed(string) : "Initial Speed" : "0"
- acceleration(string) : "Acceleration units/sec^2" : "500"
- deceleration(string) : "Stop Deceleration units/sec^2" : "500"
- m_iszViewEntity(string) : "Entity to view from (blank = this)"
- ]
- //NEW 1.4
- //1.5 the default folder of /sounds/fmod/ was removed from the code
- @PointClass base(Targetname) = ambient_fmodstream: "FMOD Audio player (MP3/OGG/WMA)"
- [
- message(string) : "File Name (relative to \spirit\)"
- spawnflags(flags) =
- [
- 1: "Remove on fire" : 0
- ]
- ]
- @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"
- ]
- ]
- //NEW 0.3
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changealias : "Trigger Change Alias"
- [
- target(string) : "Alias to affect"
- netname(string) : "String to Set"
- spawnflags(flags) =
- [
- //* If this is ticked, alias references in the "String to Set" will be resolved before any changes are
- //* applied. So, for example, suppose you set this entity up to affect an alias "alias1", and to set alias1
- //* to target "*myalias".
- //* If "Resolve references" is left unticked, then "alias1" will change to refer to "*myalias"; that is,
- //* in future any changes to "myalias" will also change what "alias1" refers to.
- //* By contrast, if "Resolve references" is ticked, then "alias1" will change to refer to whatever "myalias"
- //* is referring to <u>at the time the trigger_changealias takes effect</u>. Future changes to "myalias" will
- //* therefore not affect "alias1".
- 1 : "Resolve references" : 0
- 2 : "Debug Mode" : 0
- ]
- ]
- //NEW 0.5
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changecvar : "Change Console Variable"
- [
- netname(string) : "CVar to change"
- message(string) : "Value to set"
- armorvalue(string) : "Duration (-1 = until triggered)"
- ]
- @SolidClass = trigger_changelevel : "Trigger: Change level"
- [
- targetname(string) : "Name"
- map(string) : "New map name"
- landmark(string) : "Landmark name"
- changetarget(target_destination) : "Change Target"
- changedelay(string) : "Delay before change target" : "0"
- spawnflags(flags) =
- [
- 1: "No Intermission" : 0
- 2: "USE Only" : 0
- ]
- ]
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changetarget : "Trigger Change Target"
- [
- target(string) : "Entity to affect [LE]"
- m_iszNewTarget(string) : "New Target [LE]"
- ]
- //NEW 1.0
- //* A really bad idea, IMHO, but created by popular demand.
- //* Use at your own risk, and/or the risk of everyone else in the room.
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_changevalue : "Change any entity's values"
- [
- target(string) : "Entity to affect [LE]"
- netname(string) : "Keyname to change"
- m_iszNewValue(string) : "New value to set"
- ]
- //NEW 0.5
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_command : "Console Command"
- [
- //* The mapping tools can't handle double-quote marks. If you need a double-quote in your
- //* command string, put `` (that's two backticks - top left of your keyboard) instead.
- netname(string) : "Command String (use `` for a quote)"
- ]
- //* While locked by its master, the trigger_counter _will_ keep counting when fired,
- //* but it won't fire anything itself.
- @SolidClass base(Trigger, MoveWith) = trigger_counter : "Trigger counter"
- [
- spawnflags(flags) =
- [
- 1 : "No Message" : 0
- ]
- count(integer) : "Count before activation" : 2
- ]
- @SolidClass base(Targetname, MoveWith) = trigger_endsection : "EndSection Trigger"
- [
- section(string) : "Section"
- spawnflags(flags) =
- [
- 1: "USE Only" : 0
- ]
- ]
- @SolidClass base(Targetname) = trigger_gravity : "Trigger Gravity"
- [
- gravity(integer) : "Gravity (0-1)" : 1
- ]
- //NEW 0.5
- @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hevcharge : "Trigger charge hev"
- [
- spawnflags(flags) =
- [
- 1: "Target Once" : 0
- 2: "Start Off" : 0
- //* Usually, the HEV suit will comment on the new power level.
- 4: "Don't Speak" : 0
- ]
- frags(integer) : "Charge Amount" : 10
- delay(string) : "Delay before trigger" : "0"
- ]
- @SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hurt : "Trigger player hurt"
- [
- spawnflags(flags) =
- [
- 1: "Fire once" : 0
- 2: "Start Off" : 0
- 8: "No clients" : 0
- 16:"Only when fired" : 0
- 32:"Only on touch" : 0
- ]
- dmg(integer) : "Damage" : 10
- delay(string) : "Delay before trigger" : "0"
- damagetype(choices) : "Damage Type" : 0 =
- [
- 0 : "GENERIC"
- 1 : "CRUSH"
- 2 : "BULLET"
- 4 : "SLASH"
- 8 : "BURN"
- 16 : "FREEZE"
- 32 : "FALL"
- 64 : "BLAST"
- 128 : "CLUB"
- 256 : "SHOCK"
- 512 : "SONIC"
- 1024 : "ENERGYBEAM"
- 16384: "DROWN"
- 32768 : "PARALYSE"
- 65536 : "NERVEGAS"
- 131072 : "POISON"
- 262144 : "RADIATION"
- 524288 : "DROWNRECOVER"
- 1048576 : "CHEMICAL"
- 2097152 : "SLOWBURN"
- 4194304 : "SLOWFREEZE"
- ]
- //NEW 0.7.1
- cangib(choices) : "To gib or not to gib" : 0 =
- [
- 0 : "Normal"
- 1 : "Always gib"
- 2 : "Never gib"
- ]
- ]
- //NEW 0.5
- //* If you refer to this like an alias (*targetname), you refer to all the relevant entities inside
- //* the trigger area.
- //* So, for example, you could use env_render to set the render style of them all.
- @SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_inout : "Trigger: Activate on entering or leaving"
- [
- target(string) : "Fire on entering (locus=enterer)"
- m_iszAltTarget(string) : "Fire on leaving (locus=leaver)"
- m_iszBothTarget(string) : "Fire on/off (entering/leaving)"
- ]
- @SolidClass base(Master, MoveWith) = trigger_monsterjump : "Trigger monster jump"
- [
- speed(integer) : "Jump Speed" : 40
- height(integer) : "Jump Height" : 128
- ]
- //NEW 0.7.1
- //* This replaces the trigger_setposition and trigger_setvelocity entities, which have
- //* been removed. Apologies for any inconvenience.
- //* If you want to control motion for a period of time, see @motion_manager.
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_motion : "Set the position and movement of an entity"
- [
- target(target_destination) : "Target to affect [LE]"
- m_iszPosition(string) : "Position (blank = no change)"
- m_iPosMode(choices) : "Meaning of Position" : 0 =
- [
- 0 : "Set new position [LP]"
- 1 : "Add offset [LV]"
- ]
- m_iszAngles(string) : "Angles (blank = no change)"
- m_iAngMode(choices) : "Meaning of Angles" : 0 =
- [
- 0 : "Set new angle [LV]"
- 1 : "Rotate by [LV]"
- 2 : "Rotate by [PYR]"
- ]
- m_iszVelocity(string) : "Velocity (blank = no change)"
- m_iVelMode(choices) : "Meaning of Velocity" : 0 =
- [
- 0 : "Set new velocity [LV]"
- 1 : "Add to velocity [LV]"
- 2 : "Rotate velocity by [LV]"
- 3 : "Rotate velocity [PYR]"
- ]
- m_iszAVelocity(string) : "AVelocity (blank = no change)"
- m_iAVelMode(choices) : "Meaning of AVelocity" : 0 =
- [
- 0 : "Set new avelocity [PYR]"
- 1 : "Add to avelocity [PYR]"
- ]
- spawnflags(flags) =
- [
- 1: "Debug" : 0
- ]
- ]
- @SolidClass base(Targetname, Master, Delay, Killtarget, TriggerCond, MoveWith) = trigger_once : "Trigger: Activate once"
- [
- target(target_destination) : "Target when touched (locus=toucher)"
- message(string) : "Text when triggered"
- noise(string) : "Sound when triggered"
- ]
- @SolidClass base(trigger_once) = trigger_multiple : "Trigger: Activate multiple"
- [
- wait(integer) : "Delay before reset" : 10
- ]
- //NEW 0.6
- //* In fact, this should probably be called watcher_onsight.
- @PointClass base(Targetname, Master, MoveWith) iconsprite("sprites/trigger.spr") = trigger_onsight : "Trigger when A sees B"
- [
- //* Put the targetname of the entity(ies) whose eyes the trigger_onsight should look through.
- //* (if you want to trigger when the trigger_onsight itself sees something, i.e.
- //* simulating a security camera, put the name of the trigger_onsight.)
- netname(string) : "Looking entity (blank=player)"
- //* Leave this blank to have it trigger when something sees the trigger_onsight.
- //* You can also put a classname here, to trigger when the Looking Entity sees
- //* any entity of that class.
- message(string) : "Entity/classname to look at"
- target(string) : "Fire when seen"
- noise(string) : "Fire when no longer seen"
- noise1(string) : "Fire on/off (seen/not seen)"
- frags(string) : "View range (0=unlimited)" : "512"
- //* Currently, only the horizontal view will be checked.
- max_health(choices) : "Field of view (degrees)" : 90 =
- [
- -1 : "(-1): Use monster's view"
- ]
- spawnflags(flags) =
- [
- //* Don't check line of sight: i.e. it doesn't matter if there's something
- //* in the way.
- 1: "No LOS check" : 0
- 2: "Seethru glass" : 0
- 4: "Check State of 'looker'" : 0
- ]
- ]
- @SolidClass base(Trigger, MoveWith) = trigger_push : "Trigger player push"
- [
- spawnflags(flags) =
- [
- 1: "Once Only" : 0
- 2: "Start Off" : 0
- ]
- speed(integer) : "Speed of push" : 40
- ]
- //NEW 0.3
- //* Only affects dynamic (i.e. named) lights.
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_lightstyle : "Trigger Change Lightstyle"
- [
- target(target_destination) : "Target to affect [LE]"
- style(choices) : "New Appearance" : 0 =
- [
- 0 : "On"
- 13: "Off"
- 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"
- 14: "Slow Fade In"
- 15: "Medium Fade In"
- 16: "Fast Fade In"
- ]
- pattern(string) : "Custom Appearance"
- m_iFade(string) : "Fade time" : 0
- m_iWait(string) : "Hold time (-1 = permanent)" : -1
- ]
- @PointClass base(Targetname, Targetx, Master) iconsprite("sprites/trigger.spr") = trigger_relay : "Trigger Relay"
- [
- //NEW 0.5
- //* This field allows you to use the trigger_relay as a kind of conditional jump: it
- //* looks at its master, and does different actions based on the master's state.
- m_iszAltTarget(string) : "Target if locked by master"
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- //NEW 0.4
- //* If you're trying to work out what's going wrong with your level,
- //* try ticking here and the relay will tell you when it triggers, etc.
- //* Here's a useful trick: make a trigger_relay with this field ticked,
- //* and give it the same name as an entity that you're interested in.
- //* The relay will then notify you whenever that entity gets triggered.
- //2: "Debug Mode" : 0
- 2 : "Fire at Camera" : 0
- ]
- //NEW 0.4
- triggerstate(choices) : "Trigger to send" : 2 =
- [
- 0: "Off"
- 1: "On"
- 2: "Toggle"
- 4: "Kill"
- 5: "Same as input"
- //* I.e. when triggered ON, send OFF. And vice versa.
- 6: "Opposite of input"
- //* Setting this will cause the target momentary door to move to a particular position.
- 7: "Number (momentary doors)"
- ]
- //* Use this in combination with usetype Number, to trigger momentary doors.
- //* For example, sending 1.0 tells them to go fully
- //* open, 0.0 fully closed, and 0.5 half-way.
- message(string) : "Set number (blank = no change) [LN]"
- ]
- //* don't use. This is just a test entity.
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_rottest : "Trigger RotTest"
- [
- target(target_destination) : "Marker ent"
- netname(target_destination) : "Reference ent"
- message(target_destination) : "Hinge ent"
- health(integer) : "Distance" : 5
- armortype(integer) : "Angle Step" : 30
- ]
- //NEW 0.6
- @SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound"
- [
- target(target_destination) : "Fire when activated"
- delay(string) : "Delay before trigger" : "0"
- killtarget(target_destination) : "KillTarget"
- roomtype(choices) : "Room Type" : 0 =
- [
- 0 : "(Disable all filters)"
- 1 : "Generic (no filters)"
- 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"
- ]
- ]
- //NEW 0.2
- //* Suggest to the specified monster that it should follow the given path. This is a low priority
- //* activity, superceded when it spots a player (for instance).
- //* (The same thing happens if you give the monster a "target".)
- @PointClass base(Targetname) iconsprite("sprites/trigger.spr") = trigger_startpatrol : "Trigger Start Patrol"
- [
- target(string) : "Target monster"
- m_iszPath(string) : "Patrol path start"
- ]
- @SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_teleport : "Trigger teleport"
- [
- target(target_destination) : "Destination entity"
- //NEW 0.6
- message(target_destination) : "Landmark entity"
- //NEW 0.6
- noise(target_destination) : "Fire on teleporting"
- ]
- @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
- //NEW 0.3
- //* A watcher watches an entity, waiting for it to be in a given state. The default behaviour is for
- //* the watcher to be 'On' if the watched entity is 'On', and to be 'Off' at all other times.
- //* The main use for a watcher is to fire another entity (the "entity to notify"), each time the
- //* watcher's state changes.
- @PointClass base(Targetname) = watcher : "State Watcher"
- [
- m_iszWatch(string) : "Entity to watch [LE]"
- //* The watcher will revert to this state if the watched entity is killtargetted, or if it's a func_breakable which breaks.
- m_fLogic(choices) : "State if entity isn't found" : 0 =
- [
- 0: "On"
- 1: "Off"
- ]
- //* This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes.
- target(target_destination) : "Target to notify"
- //* The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'.
- spawnflags(flags) =
- [
- //* If this is enabled, the watcher will notify its target with USE_TOGGLE, instead of sending ON or OFF.
- 1: "Send 'Toggle'" : 0
- //* If this is enabled, the target won't be triggered when the watcher turns on.
- 2: "Don't Send On" : 0
- //* If this is enabled, the target won't be triggered when the watcher turns off.
- 4: "Don't Send Off" : 0
- 8: "NOT 'On'" : 0
- 16: "'Off'" : 0
- 32: "'Turn On'" : 0
- 64: "'Turn Off'" : 0
- 128:"'In Use'" : 0
- ]
- ]
- // NEW 1.0
- // * Compare two entity references, and see if they're the same.
- // * For example, you could type "*myalias" as your first reference,
- // * and "bob" as the second. As long as the alias "myalias" refers to
- // * the entity "bob", the watcher will be active. The rest of the time
- // * it will be inactive.
- // * (If "bob" doesn't exist, it will also be inactive.)
- //@PointClass base(Targetname) = watcher_alias : "Watcher"
- //[
- // m_iszEntityA(string) : "Entity A [LE]"
- // m_iszEntityB(string) : "Entity B [LE]"
- // m_iMode(choices) : "Type of comparison" : 0 =
- // [
- // 0 : "On when A = B"
- // //* != means "not equal"
- // 1 : "On when A != B"
- // ]
- // target(string): "Fire on changing state"
- // netname(string): "Fire on turning on"
- // message(string): "Fire on turning off"
- // spawnflags(flags) =
- // [
- // //* If this is set, one set of targets (on or off) will be fired,
- // //* as appropriate, when the level starts.
- // 1: "Fire at startup" : 0
- // ]
- //]
- @PointClass base(Targetname) = watcher_count : "Watcher, entity count"
- [
- noise(string) : "Count entities named..."
- impulse(integer) : "Comparison number"
- m_iMode(choices) : "Type of comparison" : 0 =
- [
- 0 : "'On' when count = number"
- //* != means "not equal"
- 3 : "'On' when count != number"
- 1 : "'On' when count > number"
- 5 : "'On' when count >= number"
- 2 : "'On' when count < number"
- 4 : "'On' when count <= number"
- ]
- target(string): "Fire on changing state"
- netname(string): "Fire on turning on"
- message(string): "Fire on turning off"
- noise1(string): "Fire when count increases"
- noise2(string): "Fire when count decreases"
- spawnflags(flags) =
- [
- //* If this is set, one set of targets (on or off) will be fired,
- //* as appropriate, when the level starts.
- 1: "Fire at startup" : 0
- ]
- ]
- // NEW 1.8
- //* Compare two numbers.
- //* If you refer to a watcher_number via [LN], it returns the last-seen value of A.
- @PointClass base(Targetname) = watcher_number : "Watcher, compare numbers"
- [
- netname(string) : "Number A [LN]"
- //* If left blank, this will compare the current A with the value previously seen for A.
- //* This is useful for checking whether the number has changed,
- //* especially in combination with "tolerance" and/or the "manual update" flag.
- noise(string) : "Number B [LN] (blank = old A)"
- noise1(string) : "Tolerance for equals [LN]" : "0.0"
- impulse(choices) : "Type of comparison" : 0 =
- [
- 0 : "'On' when A = B"
- //* != means "not equal"
- 1 : "'On' when A != B"
- 2 : "'On' when A > B"
- 3 : "'On' when A >= B"
- 4 : "'On' when A < B"
- 5 : "'On' when A <= B"
- ]
- noise2(string): "Fire on turning on"
- noise3(string): "Fire on turning off"
- spawnflags(flags) =
- [
- //* Don't watch continuously - only update (and fire targets if appropriate) when triggered.
- 1: "Manual update" : 0
- //* If this is set, one set of targets (on or off) will be fired,
- //* as appropriate, when the level starts.
- 2: "Fire at startup" : 0
- 4: "Debug mode" : 0
- ]
- ]
- //
- // Weapons
- //
- //NEW 1.4
- @PointClass base(Weapon) = weapon_debug : "Debugger" []
- @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weapon_eagle : "Desert Eagle" []
- @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) studio("models/w_weaponbox.mdl")= weaponbox : "Weapon/Ammo Container" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_357.mdl")= weapon_357 : "357 Handgun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmar.mdl")= weapon_9mmAR : "9mm Assault Rifle" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmhandgun.mdl")= weapon_9mmhandgun : "9mm Handgun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_crossbow.mdl")= weapon_crossbow : "Crossbow"
- [
- sequence(choices) : "Placement" : 0 =
- [
- 0 : "Normal (flat)"
- 1 : "Realistic (tilted)"
- ]
- ]
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_crowbar.mdl") = weapon_crowbar : "Crowbar" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_egon.mdl") = weapon_egon : "Egon Gun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_gauss.mdl") = weapon_gauss : "Gauss Gun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmhandgun.mdl") = weapon_glock : "9mm Handgun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_grenade.mdl") = weapon_handgrenade : "Handgrenade Ammo" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_hgun.mdl") = weapon_hornetgun : "Hornet Gun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_9mmar.mdl") = weapon_mp5 : "9mm Assault Rifle" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_rpg.mdl") = weapon_rpg : "RPG" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_satchel.mdl") = weapon_satchel : "Satchel Charge Ammo" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_shotgun.mdl") = weapon_shotgun : "Shotgun" []
- @PointClass base(Weapon, Targetx, RenderFields) studio("models/w_sqknest.mdl") = weapon_snark : "Squeak Grenade" []
- @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo" []
- @PointClass base(Weapon, Targetx, RenderFields) = world_items : "World Items"
- [
- type(choices) :"types" : 42 =
- [
- 42: "Antidote"
- 43: "Security Card"
- 44: "Battery"
- 45: "Suit"
- ]
- ]
- //NEW 1.5
- //A portable flare the player can use once (at any time)
- @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = item_flare : "Inventory Flare"
- [
- ltime(integer): "Override flares lifetime"
- noise(string): "Override default pickup sound"
- rendercolor(color255): "Override flares colour (R G B)"
- ]
- //NEW 1.5
- //A portable camera that can be set up at any location the player can get to.
- // Currently on explosive damage can effect cameras
- @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = item_camera : "Inventory Camera"
- [
- targetname(string): "UNIQUE!! name for this camera"
- // EVERY camera in your map (unit) must have a unique name. Call them something like 'mapname_camera_1'
- noise(string): "Override default pickup sound"
- health(integer): "Health of the camera" : 20
- ]
- //NEW 1.5
- //Limit the total 'health' a player can have in his medkit with cvar 'max_medkit'. Defaults to 200.
- @PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = item_medicalkit : "Inventory Medkit"
- [
- health(integer): "Healing charge" : 50
- ]
- //
- // Xen
- //
- @PointClass base(Targetname, Angles, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
- [
- spawnflags(Flags) =
- [
- 1 : "Sync Movement" : 0
- ]
- ]
- @PointClass base(Target, Targetname, Angles, RenderFields) size(-48 -48 0, 48 48 32 ) studio("models/light.mdl")= xen_plantlight : "Xen Plant Light" []
- @PointClass base(Targetname, Angles, RenderFields) size(-90 -90 0, 90 90 220 ) studio("models/fungus(large).mdl")= xen_spore_large : "Xen Spore (large)" []
- @PointClass base(Targetname, Angles, RenderFields) size(-40 -40 0, 40 40 120 ) studio("models/fungus.mdl")= xen_spore_medium : "Xen Spore (medium)" []
- @PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 64 ) studio("models/fungus(small).mdl")= xen_spore_small : "Xen Spore (small)" []
- @PointClass base(Targetname, Angles, RenderFields) size(-24 -24 0, 24 24 188 ) studio("models/tree.mdl")= xen_tree : "Xen Tree" []
- //NEW 1.5
- //G-Conts Rain System (rain_settings & rain_modify)
- @PointClass iconsprite("sprites/env.spr") = rain_settings : "Constant map settings"
- [
- m_flDistance(integer) : "Rain distance" : 1000
- m_iMode(choices) : "Weather type" : 0 =
- [
- 0: "Rain"
- 1: "Snow"
- ]
- ]
- @PointClass iconsprite("sprites/env.spr") = rain_modify : "Modify rain settings"
- [
- m_flTime(integer) : "Fading time" : 0
- m_iDripsPerSecond(integer) : "Drips per second" : 800
- m_flWindX(integer) : "Wind X" : 0
- m_flWindY(integer) : "Wind Y" : 0
- m_flRandX(integer) : "Rand X" : 0
- m_flRandY(integer) : "Rand Y" : 0
- ]
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