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  1. //This is an example config for the new SMOD13 MapAdd system.
  2.  
  3. "map_name_here" //The name of the map file goes here. If your map is named, for example, "de_darkdown", you would put that there.
  4. {
  5. "Settings" //This block sets what needs to be mounted for this map to work and what items/weapons the player should respawn with.
  6. {
  7. "Mounts" //List of required mounts for the map to work. Here below is the full list of supported mounts. You do not need to include the entire list, just the ones you use.
  8. //NOTENOTE: If you mount EP1/EP2 it will be put ABOVE HL2 in the file system, done to fix maps built with the Episodes from being broken in this HL2 based mod
  9. //There is no mount for HL2 as the SDK comes with everything except for it's maps, so it would be dumb to have a mount for it.
  10. {
  11. //Games with full/high support
  12. "ep2" "0" //Half-Life 2: Episode 2 (Mounting this also will forcefully mount EP1)
  13. "ep1" "0" //Half-Life 2: Episode 1
  14. "lostcoast" "0" //Half-Life 2: Lost Coast
  15. "hl2mp" "0" //Half-Life 2: Deathmatch
  16. "portal" "0" //Portal
  17. "cstrike" "0" //Counter-Strike: Source
  18. "dod" "0" //Day of Defeat: Source
  19. "hl1" "0" //Half-Life: Source
  20. "hl1mp" "0" //Half-Life Deathmatch: Source (Mounting this also will forcefully mount HL:S)
  21.  
  22. //Games with low/no support. Enabling these may not work at all!
  23. "asw" "0" //Alien Swarm (Would techincally have high if not full support, as we've ported over most of the content, but the unedited maps can not be ran in Source2013)
  24. "l4d" "0" //Left 4 Dead
  25. "l4d2" "0" //Left 4 Dead 2
  26. "csgo" "0" //Counter-Strike: Global Offensive
  27. "portal2" "0" //Portal 2
  28. "tf" "0" //Team Fortress 2
  29. }
  30. "HasBriefing" "0" //If 1, will show a vgui panel (much like HL2:DM's MOTD) when the player spawns. Breifing file must be placed next to this one and be named "(mapname)_breifing.txt"
  31. "RespawnEquipment" //This will give the player all of the following equipment when they respawn, either because of coop or that they have smod_respawnondeath enabled.
  32. //The number after the item is how many to give.
  33. {
  34. "item_suit" "1"
  35. "weapon_knife" "1"
  36. "weapon_pistol" "1"
  37. "item_ammo_pistol" "5"
  38. "item_battery" "2"
  39. }
  40. }
  41. "MapAdd" //This block is the meat of what this file does.
  42. {
  43. "Add" //This is the list of entities to add to the map.
  44. {
  45. "npc_combine_s" //This will add a combine soldier with an uzi and name it Frank
  46. {
  47. "origin" "0 0 5" "angle" "0 0 0"
  48. "targetname" "Frank"
  49. "keyvalues"
  50. {
  51. "additionalequipment" "weapon_uzi"
  52. }
  53. }
  54. }
  55. "Edit" //This is the list of entities to moddify.
  56. {
  57. "CombineSoldierThatHasBeenNamed" //This will moddify a combine soldier that already exists in the map with this name to use a m16.
  58. //This will only work if there is only 1 entity in the entire map with this name.
  59. {
  60. "keyvalues"
  61. {
  62. "additionalequipment" "weapon_m16"
  63. }
  64. }
  65. "npc_combine_s" //This will moddify a combine soldier that has NOT been named and is at the exact set origin and angle to use a deagle.
  66. {
  67. "origin" "6 0 0" "angle" "0 -90 0"
  68. "keyvalues"
  69. {
  70. "additionalequipment" "weapon_deagle"
  71. }
  72. }
  73. }
  74. "Remove" //This is the list of entities to remove.
  75. {
  76. "npc_combine_s" //This will remove a combine soldier at the exact set origin and angle.
  77. {
  78. "origin" "199 -2672 576" "angle" "0 -90 0"
  79. }
  80. "AnotherNamedCombineSoldier" {} //This will remove a combine soldier with the given name.
  81. }
  82. }
  83. }
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