// Game definition file for map editor, describes all editable properties of entities. // // XDM 3.0.4.0 // Hammer 3.5 // Jackhammer 3.1 // Half-Life 1.1.2.1 // HLT v3.4 VL31 // // BaseClasses // // Used to mark obsolete classes @BaseClass = Obsolete [ OBSOLETE(string) : "OBSOLETE!" ] @BaseClass = ZHLT [ _minlight(string) : "Minimum light level" zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = [ 0 : "Default" 1 : "Embedded fix" 2 : "Opaque (blocks light)" 3 : "Opaque + Embedded fix" 6 : "Opaque + Concave Fix" ] light_origin(string) : "Light Origin Target" ] @BaseClass = ZHLT_point [ _fade(string) : "ZHLT Fade" : "1.0" _falloff(choices) : "ZHLT Falloff" : 0 = [ 0 : "Default" 1 : "Inverse linear" 2 : "Inverse square" ] ] // flag 2048 is hard-coded into the engine to filter out entities in multiplayer @BaseClass = Appearflags [ spawnflags(flags) = [ 2048 : "Not in deathmatch" : 0 1073741824 : "Never respawn" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass = Targetname [ targetname(target_source) : "NAME" gamerules(string) : "Game rules policies" skill(choices) : "Game skill flags (additive flags)" : 0 = [ 0 : "Always allowed" 1 : "Not in easy" 2 : "Not in normal" 4 : "Not in difficult" ] // UNDONE icon(sprite) : "Minimap icon" ] @BaseClass = Target [ target(target_destination) : "TARGET" ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "KillTarget" ] @BaseClass = Global [ globalname(string) : "Global entity name" ] @BaseClass = Sequence [ sequence(integer) : "Animation sequence (editor)" ] @BaseClass = ModelSelection [ model(studio) : "Custom model" ] @BaseClass = RenderFxChoices [ renderfx(choices) : "Render FX" : 0 = [ 0: "Normal" 1: "Slow Pulse" 2: "Fast Pulse" 3: "Slow Wide Pulse" 4: "Fast Wide Pulse" 5: "Slow Fade Away" 6: "Fast Fade Away" 7: "Slow Become Solid" 8: "Fast Become Solid" 9: "Slow Strobe" 10: "Fast Strobe" 11: "Faster Strobe" 12: "Slow Flicker" 13: "Fast Flicker" 14: "Constant Glow (spr only)" 15: "Distort (mdl only)" 16: "Hologram (distort + fade)" 19: "Glow shell (mdl only)" 20: "kRenderFxClampMinScale" 21: "Full bright (mdl only)" ] ] @BaseClass base(RenderFxChoices) = RenderFields [ rendermode(choices) : "Render mode" : 0 = [ 0: "Normal" 1: "Color" 2: "Texture" 3: "Glow (point + additive)" 4: "Solid (masked)" 5: "Additive" ] renderamt(integer) : "FX amount (1 - 255)" : 255 rendercolor(color255) : "FX color RGB/teamcolorN" : "255 255 255" effects(choices) : "Effects (additive flags)" : 0 = [ 1 : "EF_BRIGHTFIELD" 2 : "EF_MUZZLEFLASH" 4 : "EF_BRIGHTLIGHT" 8 : "EF_DIMLIGHT" 16 : "EF_INVLIGHT" 32 : "EF_NOINTERP" 64 : "EF_LIGHT" 128 : "EF_NODRAW" // 256 : "EF_NIGHTVISION" // 512 : "EF_SNIPERLASER" // 1024 : "EF_FIBERCAMERA" ] drawalways(choices) : "Draw mode" : 0 = [ 0 : "Only in PVS (Default)" 1 : "Always (for 3D sky rooms)" ] ] @BaseClass size(-16 -16 0, 16 16 32) color(0 0 207) base(Targetname, Appearflags, Angles, ModelSelection, RenderFields) = Pickup [ noise(sound) : "Custom pickup sound" : "" spawnflags(flags) = [ 512 : "Don't fall" : 0 ] ] @BaseClass base(Pickup) = BasicItem [ capacity(integer) : "Custom capacity" : 0 spawnflags(flags) = [ 1 : "Requires HEV suit" : 0 8 : "Quest item" : 0 ] ] @BaseClass base(Pickup) = Weapon [ viewmodel(studio) : "Custom view model" ] @BaseClass base(Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] @BaseClass base(Target, Targetname, RenderFields, Angles, ModelSelection, TeamSelection) color(0 200 200) = Monster [ spawnflags(flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 8 : "DontDtopItems" : 0 16: "Prisoner" : 0 64: "WaitUntilProvoked" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 1024: "Invulnerable" : 0 ] TriggerTarget(target_destination) : "Trigger target" TriggerCondition(choices) : "Trigger condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, mad at player" 2 : "Take Damage" 3 : "50% Health remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player unconditional" 11: "See Player, not in combat" ] class(choices) : "Override class" : 0 = [ 0 : "(original class)" 1 : "MACHINE" 2 : "PLAYER" 3 : "HUMAN_PASSIVE" 4 : "HUMAN_MILITARY" 5 : "ALIEN_MILITARY" 6 : "ALIEN_PASSIVE" 7 : "ALIEN_MONSTER" 8 : "ALIEN_PREY" 9 : "ALIEN_PREDATOR" 10: "INSECT" 11: "PLAYER_ALLY" 12: "PLAYER_BIOWEAPON" 13: "ALIEN_BIOWEAPON" 14: "GRENADE" 15: "GIB" 16: "BARNACLE" 17: "HUMAN_MONSTER" ] voicepitch(integer) : "Custom voice pitch (50-200)" health(integer) : "Custom health" armorvalue(integer) : "Custom armor" bloodcolor(integer) : "Custom blood color (palette index)" GibCount(integer) : "Custom gib count" ScoreAward(integer) : "Custom score" ] @BaseClass = TalkMonster [ SentencePrefix(string) : "Custom sentence prefix" UseSentence(string) : "Use sentence (no prefix!)" UnUseSentence(string) : "Un-use sentence (no prefix!)" RefusalSentence(string) : "Refusal sentence (no prefix!)" ] @BaseClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) = gibshooterbase [ m_iGibs(integer) : "Number of gibs" : 3 delay(string) : "Delay between shots (0=all)" : "0" m_flVelocity(integer) : "Gib velocity" : 200 m_flVariance(string) : "Course variance" : "0.15" m_flGibLife(string) : "Gib life (seconds)" : "4" spawnflags(flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "255 255 127 200" style(choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom appearance" ] @BaseClass = MaterialSelection [ material(choices) :"Material type" : 0 = [ 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Cinder block" 5: "Ceiling tile" 6: "Computer" 7: "Unbreakable glass" 8: "Rocks" ] ] @BaseClass base(Targetname, Target, Global, MaterialSelection) color(255 143 0) = Breakable [ health(integer) : "Strength" : 1 explosion(choices) : "Gibs direction" : 0 = [ 0: "Random" 1: "Relative to attack" ] delay(string) : "Delay before fire" : "0" gibmodel(studio) : "Gib model" : "" // XDM3038c: old ugly indexes are still supported, but are not recommended for daily use spawnobject(string) : "Spawn on break" explodemagnitude(integer) : "Explode magnitude (0=none)" : 0 ] @BaseClass base(Appearflags, Targetname, Target, RenderFields, Global, Angles, ZHLT) = Door [ killtarget(target_destination) : "Kill target" speed(integer) : "Speed" : 100 master(string) : "Master" wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" delay(integer) : "Delay before fire" netname(target_destination) : "Fire on close" health(integer) : "Health (shoot open)" : 0 dontdraw(integer) : "Nodraw:1-opn,2-closed (flags)" : 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 1024: "FORCETOUCHABLE" : 0 ] movesnd(choices) : "Move sound" : 0 = [ 0: "No Sound" 1: "1 Servo (Sliding)" 2: "2 Pneumatic (Sliding)" 3: "3 Pneumatic (Rolling)" 4: "4 Vacuum" 5: "5 Power Hydraulic" 6: "6 Large Rollers" 7: "7 Track Door" 8: "8 Snappy Metal Door" 9: "9 Squeaky 1" 10: "10 Squeaky 2" ] stopsnd(choices) : "Stop sound" : 0 = [ 0: "No Sound" 1: "1 Clang with brake" 2: "2 Clang reverb" 3: "3 Ratchet Stop" 4: "4 Chunk" 5: "5 Light airbrake" 6: "6 Metal Slide Stop" 7: "7 Metal Lock Stop" 8: "8 Snappy Metal Stop" ] noise(sound) : "Custom move sound WAV" : "" noise1(sound) : "Custom stop sound WAV" : "" // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ] locked_sentence(choices) : "Locked sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] ] @BaseClass base(Targetname, Target, RenderFields, Global, Angles, ZHLT) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 2 : "Not solid" : 0 16: "Only direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel length" : "0" barrely(string) : "Barrel horizontal" : "0" barrelz(string) : "Barrel vertical" : "0" spritesmoke(string) : "Smoke sprite" : "" spriteflash(string) : "Flash sprite" : "" spritescale(string) : "Sprite scale" : "1" noise1(sound) : "Fire sound WAV" : "" rotatesound(sound) : "Rotate sound WAV" : "" firerate(string) : "Rate of fire" : "1" bullet_damage(string) : "Damage per bullet/projectile" : "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" ] @BaseClass = PlatSounds [ movesnd(choices) : "Move sound" : 0 = [ 0: "No sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop sound" : 0 = [ 0: "No sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] 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, Target) = Trigger [ killtarget(target_destination) : "Kill target" netname(target_destination) : "Target path" master(string) : "Master" state(choices) : "Initial state" : 0 = [ 0 : "STATE_OFF" // 1 : "STATE_TURN_ON" 2 : "STATE_ON" // 3 : "STATE_TURN_OFF" // 4 : "STATE_IN_USE" ] sounds(sound) : "Sound WAV" : "" delay(string) : "Delay before trigger" : "0" message(string) : "#Message to activator" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No clients" : 0 4: "Pushables": 0 8: "Everything": 0 16: "Tele:clear velocity": 0 32: "Tele:keep angles": 0 64: "Activate by snd": 0 128: "Start OFF": 0 512: "Affect non-touching": 0 1024: "Require all players": 0 2048: "Fire4each acivator": 0 ] ] // For teamplay-related entities @BaseClass = TeamSelection [ team(choices) : "Team" : 0 = [ 0 : "All teams" 1 : "Team 1 (Green)" 2 : "Team 2 (Blue)" 3 : "Team 3" 4 : "Team 4" ] ] // Lets entity have room type selection @BaseClass = RoomType [ roomtype(choices) : "Room type (sound fx)" = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] // // Entities // @SolidClass base(RoomType) = worldspawn : "World entity. Cannot be deleted, all brush models belong to it." [ message(string) : "Map title (saved games list)" version(string) : "Version string" chaptertitle(string) : "Title message (titles.txt)" skyname(string) : "Environment map (cl_skyname)" sounds(integer) : "CD track to play" : 1 noise(string) : "Soundtrack file name" light(integer) : "Default light level" WaveHeight(string) : "Default wave height" MaxRange(string) : "Max viewable distance" : "4096" startdark(choices) : "Level fade in" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 = [ 0 : "No" 1 : "Yes" ] // WARNING! Must comply to gGameTypePrefixes gameprefix(choices) : "Preferred game type" : "" = [ "" : "(none)" "DM" : "Non-team game" "TM" : "Teamplay" "CO" : "Co-operative" "LMS" : "Last Man Standing" "CTF" : "Capture The Flag" "DOM" : "Domination" "RM" : "Round game" ] maxteams(integer) : "Max teams limit" //unused mapteams(string) : "Map team list" teamstartdelay1(integer) : "Team 1 start delay" teamstartdelay2(integer) : "Team 2 start delay" teamstartdelay3(integer) : "Team 3 start delay" teamstartdelay4(integer) : "Team 4 start delay" defaultteam(choices) : "Default team" : 0 = [ 0 : "Fewest players" 1 : "First team" ] gravity(string) : "Global gravity multiplier" : "1.0" startsuit(choices) : "Start with suit" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New level unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] airstrikepolicy(choices) : "Air strike policy" : 0 = [ 0 : "Undefined (skyname, server admin)" 1 : "Allow by default" 2 : "Deny" ] monstersrespawnpolicy(choices) : "Monsters respawn policy" : 0 = [ 0 : "Undefined (server admin)" 1 : "Force allow" 2 : "Force deny" ] ] @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence:"AI Scripted Sequence" [ m_iszEntity(string) : "Target monster" m_iszPlay(string) : "Action animation name" : "" m_flRadius(integer) : "Search radius" : 512 m_flRepeat(integer) : "Repeat rate ms" : 0 m_fMoveTo(choices) : "Move to position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - Turn to face" ] m_iFinishSchedule(choices) : "AI schedule when done" : 0 = [ 0 : "Default AI" 1 : "Ambush" ] spawnflags(flags) = [ 4 : "Repeatable" : 0 8 : "Leave Corpse" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Ambient sound emitter" [ message(sound) : "WAV name" health(integer) : "Volume (0-10)" : 10 preset(choices) : "Dynamic presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch % (1-200)" : 100 pitchstart(integer) : "Start pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFOtype 0)off 1)sqr 2)tri 3)rnd" : 0 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 attenuation(string) : "Attenuation override" channel(choices) : "Channel" = [ 0: "(default)" 1: "WEAPON" 2: "VOICE (mouth opens)" 3: "ITEM" 4: "BODY" 5: "STREAM" 6: "STATIC" ] spawnflags(flags) = [ 1 : "Play everywhere" : 0 2 : "Small radius" : 0 4 : "Medium radius" : 1 8 : "Large radius" : 0 16 : "Start SILENT": 0 32 : "Not toggled": 0 ] ] @SolidClass base(Target, RenderFields, RenderFxChoices, ZHLT) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use activates" : 1 2: "Start ON" : 0 ] master(string) : "Master" ] // // cyclers // @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, Sequence) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler" [ model(studio) : "Model" body(integer) : "Body" : 0 scale(string) : "Scale" : "1.0" skin(integer) : "Skin" : 0 ] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles) sprite() = cycler_sprite : "Sprite Cycler" [ model(sprite) : "Sprite" scale(string) : "Scale" : "1.0" framerate(integer) : "Frames per second" : 10 ] @PointClass base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) sprite() = cycler_wreckage : "Wreckage" [ model(sprite) : "Sprite" : "sprites/fire.spr" scale(string) : "Scale" : "1.0" framerate(string) : "Framerate" : "10.0" skin(integer) : "Skin" : 0 spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] // // Environmental effects // @BaseClass = DamageTypes [ damagetype(choices) : "Damage type (additive flags)" : 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" 2048 : "MICROWAVE" 4096 : "flag NEVER GIB" 8192 : "flag ALWAYS GIB" 16384: "DROWN" 32768 : "PARALYZE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" 8388608 : "MORTAR" 16777216 : "flag IGNITE" 33554432 : "flag RADIUS_MAX" 67108864 : "flag DONT_BLEED" 134217728 : "flag IGNOREARMOR" 268435456 : "flag VAPOURIZING" 536870912 : "flag WALLPIERCING" 1073741824 : "flag DISINTEGRATING" 2147483648 : "custom (to be done)" ] ] @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, RenderFields, BeamStartEnd, RenderFxChoices) size(-8 -8 -8, 8 8 8) = env_beam : "Energy Beam Effect" [ Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture scroll rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" target(target_destination) : "Fire on strike" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random strike" : 0 8 : "Ring" : 0 16: "Start sparks" : 0 32: "End sparks" : 0 64: "Decal end" : 0 128: "Shade start" : 0 256: "Shade end" : 0 ] ] @PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" [ health(integer) : "Capacity" : 10 skin(integer) : "Can model skin" : 0 dmg(string) : "Custom health points" : "0" ] @PointClass base(Targetname, Angles) size(-8 -8 -8, 8 8 8) color(255 0 0) = env_blood : "Blood Effects" [ color(choices) : "Blood color" : 0 = [ 0 : "Red (human)" 1 : "Yellow (alien)" ] amount(string) : "Amount of blood (damage to simulate)" : "100" spawnflags(flags) = [ 1: "Random direction" : 0 2: "Blood stream" : 0 4: "On player" : 0 8: "Spray decals" : 0 ] ] @SolidClass base(Targetname) = env_bubbles : "Bubble Volume" [ density(integer) : "Bubble density" : 2 frequency(integer) : "Bubble frequency" : 2 current(integer) : "Speed of current" : 0 spawnflags(flags) = [ 1 : "Start OFF" : 0 ] ] @PointClass base(Targetname, Target, DamageTypes) size(-8 -8 -8, 8 8 8) = env_explosion : "Explosion" [ iMagnitude(integer) : "Magnitude" : 100 texture(sprite) : "Sprite name (empty=default)" : "" spritescale(string) : "Sprite scale (0=auto)" : 0 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 64: "No particles" : 0 128: "No sound" : 0 256: "Nuclear" : 0 ] ] @PointClass base(Targetname) color(255 255 127) = env_global : "Global State" [ globalstate(string) : "Global state to set" triggermode(choices) : "Trigger mode" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial state" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set initial state" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(31 127 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite name" : "sprites/glow01.spr" scale(string) : "Scale" : "1.0" spawnflags(flags) = [ 1 : "Start invisible" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(63 63 63) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade FROM (not TO)" : 0 2: "Modulate" : 0 4: "Activator only" : 0 8: "Permanent effect" : 0 16: "Only directly visible" : 0 32: "Only looking at" : 0 ] duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold fade (seconds)" : "0" renderamt(integer) : "Fade alpha" : 255 rendercolor(color255) : "Fade color (R G B)" : "0 0 0" ] @PointClass base(ModelSelection, Targetname) size(-8 -8 -8, 8 8 8) = env_funnel : "Large Portal Funnel" [ spawnflags(flags) = [ 1: "Reverse" : 0 2: "Repeatable" : 0 ] ] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles) size(-8 -8 -8, 8 8 8) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of laser" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End sprite" : "" TextureScroll(integer) : "Texture scroll rate (0-100)" : 35 framestart(integer) : "Starting frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ] @PointClass base(Targetname, Target) color(127 127 191) = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound effect WAV" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(choices) : "Sound radius" : 0 = [ 0 : "Small radius" 1 : "Medium radius" 2 : "Large radius" 3 : "Play everywhere" ] ] @PointClass base(Targetname, Target, RenderFields) size(-8 -8 -8, 8 8 8) color(0 191 0) = env_render : "Render Controls" [ spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) color(127 127 127) = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1: "GlobalShake" : 0 2: "Disrupt controls" : 0 4: "Affect in air" : 0 8: "Start ON (if toggle)" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (sec) 0=toggle" : "1.0" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(gibshooterbase, RenderFields) size(-8 -8 -8, 8 8 8) color(127 127 127) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @PointClass base(RoomType) iconsprite("sprites/speaker.spr") = env_sound : "DSP sound modificator" [ radius(integer) : "Radius" : 128 spawnflags(flags) = [ 1: "Permanent effect" : 0 ] ] @PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) color(255 191 63) = env_spark : "Spark emitter (legacy HL)" [ master(string) : "Master" MaxDelay(string) : "Max. delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 128: "Dyn. light" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, Angles) 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" : "1.0" spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256: "Instant crowbar" : 1 ] ] @SolidClass base(Global, Targetname, Target, RenderFields, Angles, ZHLT) = func_button : "Button" [ speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" changetarget(target_destination) : "ChangeTarget Name" sounds(choices) : "Sounds (standard)" : 0 = [ 0: "None" 1: "Big zap & warmup" 2: "Access denied" 3: "Access granted" 4: "Quick combolock" 5: "Power deadbolt 1" 6: "Power deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard sound" 10: "Buzz" 11: "Buzz off" 14: "Lightswitch" ] noise(sound) : "Custom sound WAV" : "" noise1(sound) : "Custom locked sound WAV" : "" noise2(sound) : "Custom unlocked sound WAV" : "" wait(integer) : "Delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 16: "Only when facing" : 0 32: "Toggle" : 0 64: "Sparks when OFF" : 0 128: "Not solid" : 0 256: "Touch Activates": 0 ] locked_sound(choices) : "Locked sound" : 0 = [ 0: "None" 2: "Access denied button2" 8: "Small zap button8" 10: "Buzz button10" 11: "Buzz off button11" 12: "Latch Locked latchlocked1" ] unlocked_sound(choices) : "Unlocked sound" : 0 = [ 0: "None" 1: "Big zap & warmup" 3: "Access granted" 4: "Quick combolock" 5: "Power deadbolt 1" 6: "Power deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard sound" 10: "Buzz" 13: "Latch unlocked" 14: "Lightswitch" ] locked_sentence(choices) : "Locked sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] ] @SolidClass base(Targetname, Global, Angles, RenderFields, ZHLT) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 4 : "Not onground" : 0 ] speed(string) : "Conveyor speed" : "100" ] @SolidClass base(Door, ZHLT) = func_door : "Basic door" [] @SolidClass base(Door, ZHLT) = func_door_rotating : "Rotating door, requires origin brush!" [ spawnflags(flags) = [ 2 : "Reverse dir" : 0 16: "One-way" : 0 64: "X axis" : 0 128: "Y axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0-100)" : 15 ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_guntarget : "Moving platform" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to take" : 0 ] @BaseClass = WallCharger [ dmdelay(integer) : "Recharge delay (multiplayer)" : 0 capacity(integer) : "Custom capacity" : 0 noise(sound) : "Custom start WAV" : "" noise1(sound) : "Custom ON loop WAV" : "" noise2(sound) : "Custom deny WAV" : "" ] @SolidClass base(Global, WallCharger, Target, ModelSelection, RenderFields, ZHLT) studio("models/charger_health.mdl") = func_healthcharger: "Wall health recharger" [] @SolidClass base(Global, WallCharger, Target, ModelSelection, RenderFields, ZHLT) studio("models/charger_suit.mdl") = func_recharge: "Wall suit recharger" [] @SolidClass base(Global, WallCharger, Target, ModelSelection, RenderFields, ZHLT) studio("models/charger_ammo.mdl") = func_ammocharge: "Ammo dispenser" [ message(string) : "Ammmo type" impulse(integer) : "Ammo at a time" : 1 ] @SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Non-solid brush structure" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -3: "Water" -4: "Slime" -5: "Lava" // -6: "Sky" -7: "Volumetric light" -19: "Fog" -20: "Special 1" -21: "Special 2" -22: "Special 3" ] ] @SolidClass base(Targetname) = func_ladder : "Ladder (field, invisible)" [ master(string) : "Master" spawnflags(flags) = [ 2: "Start OFF" : 0 ] ] @SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" [] @SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" noise(sound) : "Custom fall sound WAV" : "" noise1(sound) : "Custom explosion sound WAV" : "" ] @SolidClass base(Global, Targetname, Appearflags, RenderFields, Angles, ZHLT) = func_pendulum : "Swings back and forth, requires origin brush!" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X axis" : 0 128: "Y axis" : 0 ] ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLT) = func_plat : "Moving platform, elevator, requires origin brush!" [ spawnflags(flags) = [ 1: "Toggle" : 0 8: "Passable" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 attenuation(string) : "Sound attenuation (0->default)" ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : "Moving Rotating platform, requires origin brush!" [ spawnflags(flags) = [ 1: "Toggle" : 1 8: "Passable" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 ] @SolidClass base(Targetname, Target, Global, RenderFields, Angles, ZHLT) = func_rot_button : "RotatingButton, requires origin brush!" [ // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds (standard)" : 21 = [ 21: "Squeaky" 22: "Squeaky pneumatic" 23: "Ratchet groan" 24: "Clean ratchet" 25: "Gas clunk" ] noise(sound) : "Custom sound WAV" : "" noise1(sound) : "Custom locked sound WAV" : "" noise2(sound) : "Custom unlocked sound WAV" : "" 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 16: "Only when facing" : 0 32: "Toggle" : 0 64: "X axis" : 0 128: "Y axis" : 0 256:"Touch activates": 0 ] ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : "Rotating object, requires origin brush!" [ speed(integer) : "Rotation speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(integer) : "Sound preset (fans/#,#on,#off.wav)" : 0 message(sound) : "Custom 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: "Hurt others" : 0 64: "Not solid" : 0 128: "Small radius" : 0 256: "Medium radius" : 1 512: "Large radius" : 0 ] spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 target(target_destination) : "Fire on START" netname(target_destination) : "Fire on STOP" ] @SolidClass base(BaseTank, ZHLT) = func_tank : "Brush gun turret, requires origin brush!" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" 4 : "light" 5 : "hornets" 6 : "flame" 7 : "plasma" ] ] @SolidClass = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser entity" ] @SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(integer) : "Custom explosion magnitude" : 100 ] @SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform" [ ] @SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform" [ ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_tracktrain : "Player-controllable track train" [ spawnflags(flags) = [ 1 : "No pitch (X-rot)" : 0 2 : "No user control" : 0 4 : "Forward only" : 0 8 : "Passable" : 0 16 : "No yaw" : 0 // 32 : "SF_TRACKTRAIN_BLOCKEDONCE" : 0 64 : "Stop if lost control" : 0 ] target(target_destination) : "First stop target" master(target_destination) : "Master" noise(sound) : "Custom move sound WAV" : "" noise1(sound) : "Custom start sound WAV" : "" noise2(sound) : "Custom stop sound WAV" : "" sounds(choices) : "Standard move sound" : 0 = [ 0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] 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" ] @SolidClass = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_train : "Advanced moving platform (train)" [ target(target_source) : "First stop target" master(string) : "Master" message(target_destination) : "Fire on blocked" noise(sound) : "Custom move sound WAV" : "" noise1(sound) : "Custom stop sound WAV" : "" movesnd(choices) : "Standard move sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Standard stop sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] speed(integer) : "Speed (units per second)" : 64 avelocity(string) : "Angular veocity (y z x)" dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound volume 0.0 - 1.0" : "0.85" attenuation(string) : "Sound attenuation (0->default)" spawnflags(flags) = [ 4 : "Start ON" : 0 8 : "Not solid" : 0 32 : "Blocked() ONCE" : 0 ] ] @SolidClass base(Targetname, Target, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall" [ ] @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [ spawnflags(flags) = [ 1 : "Starts invisible" : 0 ] ] @SolidClass base(Door, ZHLT) = func_water : "Liquid" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 256:"Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave height (2.0 avg)" ] // // game entities (requires Half-Life 1.0.0.9) // @PointClass base(Targetname, Targetx, TeamSelection) = game_counter : "Counts how many times it was triggered, fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove on fire" : 0 2: "Reset on fire" : 1 ] master(string) : "Master" frags(integer) : "Initial value" : 0 health(integer) : "Limit value" : 10 ] @PointClass base(Targetname, Target, TeamSelection) = game_counter_set : "Sets a game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" frags(integer) : "New value" : 10 ] @PointClass base(Targetname, TeamSelection) = game_end : "End this multiplayer game" [ master(string) : "Master" ] @PointClass base(Targetname, TeamSelection) = game_restart : "Restart this map" [ master(string) : "Master" ] @PointClass base(Targetname, TeamSelection) = game_player_equip : "Initial player equipment" [ spawnflags(flags) = [ 1: "Use only" : 0 2: "Add to default" : 0 ] master(string) : "Team master" ] @PointClass base(Targetname, TeamSelection) = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage to apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname) = 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" master(string) : "Master" ] @PointClass base(Targetname, TeamSelection) = game_score : "Award/Deduct Points" [ spawnflags(flags) = [ 1: "Allow negative" : 0 2: "Team points" : 0 4: "Award EVERYONE" : 0 ] points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(integer) : "Team index (-1 = no team)" : -1 master(string) : "Master" ] @PointClass base(Targetname, Targetx, TeamSelection) = game_team_set : "Sets team of team_master" [ spawnflags(flags) = [ 1: "Remove on fire" : 0 2: "(use All teams instead)" : 0 4: "Change target color" : 0 ] master(string) : "Master" ] @PointClass base(Targetname, Target, TeamSelection) = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "All Players" : 0 ] message(string) : "Message text" x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-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" ] master(string) : "Master" ] @SolidClass base(Targetname, TeamSelection) = 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" // master(string) : "Master" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [] // // info entities // @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] @PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node (legacy)" [ 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) : "Kill target" reachtarget(target_destination) : "Fire on approach" reachsequence(string) : "Sequence on approach" : "" health(string) : "Health on approach" : "" presequence(string) : "Sequence before approach" : "" ] @PointClass base(Target, Angles) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission camera spot" [ watertype(choices) : "Use case" : 0 = [ 0 : "Always" 1 : "At game start" 2 : "At game end" ] ] @PointClass base(Targetname) = info_landmark : "Transition landmark (place on both maps)" [] @BaseClass color(255 255 0) = AIHint [ hinttype(choices) : "AI hint" : 0 = [ 0:"NONE" 1:"WORLD_DOOR" 2:"WORLD_WINDOW" 3:"WORLD_BUTTON" 4:"WORLD_MACHINERY" 5:"WORLD_LEDGE" 6:"WORLD_LIGHT_SOURCE" 7:"WORLD_HEAT_SOURCE" 8:"WORLD_BLINKING_LIGHT" 9:"WORLD_BRIGHT_COLORS" 10:"WORLD_HUMAN_BLOOD" 11:"WORLD_ALIEN_BLOOD" 100:"TACTICAL_EXIT" 101:"TACTICAL_VANTAGE" 102:"TACTICAL_AMBUSH" 300:"STUKA_PERCH" 301:"STUKA_LANDING" ] ] @PointClass base(AIHint) size(-24 -24 -4, 24 24 4) = info_node : "AI path node" [] @PointClass base(AIHint) size(-32 -32 0, 32 32 64) = info_node_air : "AI air path node" [] // This one is removed during compilation @PointClass base(Targetname) = info_null : "Disposable entity (used as spotlight target)" [] @PointClass base(PlayerClass, Target, TeamSelection, Sequence) studio("models/player.mdl") = info_player_deathmatch : "Player start (multiplayer)" [ master(target_destination) : "Master" velocity(string) : "Velocity vector" : "0 0 0" ] @PointClass base(PlayerClass, Sequence) studio("models/player.mdl") = info_player_start : "Single player/co-operative game start. Set spawnflag 2 so players can start server on these spots (NOT when changing levels)" [ landmark(target_destination) : "Landmark name (CoOp)" : "" netname(target_destination) : "Checkpoint name (CoOp) (trigger_autosave)" : "" watertype(choices) : "Spot logical type" : 0 = [ 0 : "Random start" 1 : "Map start" 2 : "Map end" 3 : "Map junction 1" 4 : "Map junction 2" 5 : "Map junction 3" 6 : "Map junction 4" 7 : "Map junction 5" 8 : "Map junction 6" 9 : "Map junction 7" 10 : "Map junction 8" 11 : "(you may add more)" ] velocity(string) : "Velocity vector" : "0 0 0" master(target_destination) : "Master" spawnflags(flags) = [ 2: "Allow start game here" : 0 ] ] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Target point (for beams, etc.)" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] // message - sprite name in hud.txt // rendercolor - color // dmg_save - holdtime // dmg_take - fadetime @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(255 191 63) = hud_icon : "HUD icon" [ message(string) : "Sprite name in HUD.txt" dmg_save(integer) : "Hold time" : 0 dmg_take(integer) : "Fade time" : 0 spawnflags(flags) = [ 2: "For ALL players" : 0 ] ] @PointClass base(Targetname, Targetx) size(-8 -8 -8, 8 8 8) color(255 255 191) = hud_timer : "HUD timer" [ health(integer) : "Seconds" : 0 message(string) : "Optional title" spawnflags(flags) = [ 2: "For ALL players" : 0 ] ] // // lights // @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light, ZHLT_point) = light : "Static light source" [ spawnflags(flags) = [1 : "Initially dark" : 0] ] @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles, ZHLT_point) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 127 200" _sky(choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(flags) = [1 : "Initially dark" : 0 ] style(choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom Appearance" ] @PointClass base(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment (sky) light" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 127 200" ] @SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts open" : 0 ] ] @SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control" [ speed(integer) : "Speed" : 50 master(string) : "Master" sounds(choices) : "Sounds (standard)" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] noise(sound) : "Custom sound WAV" : "" 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 ] ] // // monsters // @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/controller.mdl") = monster_alien_controller : "Alien Controller" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/agrunt.mdl") = monster_alien_grunt : "Alien Grunt" [ netname(string) : "Squad Name" spawnflags(flags) = [ 32 : "Squad leader" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/islave.mdl") = monster_alien_slave : "Vortigaunt" [ netname(string) : "Squad Name" spawnflags(flags) = [ 32 : "Squad leader" : 0 64 : "Ignore player" : 0 ] healingpolicy(choices) : "Resurrection ability" : 0 = [ 0 : "Random (default)" 1 : "Yes (no beam attack)" 2 : "No (normal slaves)" ] ] @PointClass base(Monster, Sequence) size(-360 -360 -172, 360 360 8) studio("models/apache.mdl") = monster_apache : "Apache helicopter" [ spawnflags(flags) = [ 8 : "No wreckage" : 0 64 : "Start inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/baby_headcrab.mdl") = monster_babycrab : "Baby Headcrab" [] @PointClass base(ModelSelection, Sequence) size(-16 -16 -36, 16 16 0) studio("models/barnacle.mdl") = monster_barnacle : "Barnacle Monster" [] @PointClass base(Monster, TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney (security guard)" [] @PointClass base(Appearflags, Angles, ModelSelection, Sequence) 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, Sequence) size(-95 -95 0, 95 95 190) studio("models/big_mom.mdl") = monster_bigmomma : "Big Mamma" [ netname(string) : "First node" : "" childclassname(string) : "Children classname" : "" ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/floater.mdl") = monster_bloater : "Bloater" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/bullsquid.mdl") = monster_bullchicken : "BullChicken" [] @PointClass base(Monster, Sequence) size(-3 -3 0, 3 3 3) studio("models/roach.mdl") = monster_cockroach : "Cockroach" [] @PointClass base(Monster, Sequence) 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, Sequence) size(-16 -16 0, 16 16 72) studio() = monster_furniture : "Monster Furniture (decorative)" [ model(studio) : "Model" body(integer) : "Body" : 0 ] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 128) studio("models/garg.mdl") = monster_gargantua : "Gargantua" [ noise(sprite) : "Custom eye sprite" : "" noise(sprite) : "Custom flame sprite" : "" noise(sprite) : "Custom projectile sprite" : "" ] @PointClass base(Monster, Sequence) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster" [ spawnflags(flags) = [ 4 : "Not solid" : 0 ] model(studio) : "Model" body(integer) : "Body" : 0 ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/gman.mdl") = monster_gman : "G-Man" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_grunt_repel : "Human Grunt (Repel)" [] @PointClass base(Weapon, Targetx, Sequence) studio("models/w_grenade.mdl") = monster_handgrenade : "Live Handgrenade" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/headcrab.mdl") = monster_headcrab : "Head Crab" [] @PointClass base(Appearflags, Angles, ModelSelection, Sequence, 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(Appearflags, Angles, ModelSelection, 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" ] body(choices) : "Body" : 0 = [ 0 : "Grunt with Gun" 1 : "Commander with Gun" 2 : "Grunt no Gun" 3 : "Commander no Gun" ] sequence(choices) : "Animation Sequence (editor)" : 44 = [ 44 : "deadstomach" 45 : "deadside" 46 : "deadsitting" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/houndeye.mdl") = monster_houndeye : "Houndeye" [ netname(string) : "Squad Name" spawnflags(flags) = [ 32 : "SquadLeader" : 0 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/hassassin.mdl") = monster_human_assassin : "Human Assassin" [] @PointClass base(Monster) size(-16 -16 0, 16 16 72) studio("models/hgrunt.mdl") = monster_human_grunt : "Human Grunt (camo)" [ spawnflags(flags) = [ 32 : "SquadLeader" : 0 ] netname(string) : "Squad name" weapons(choices) : "Weapons" : 1 = [ 1 : "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, Sequence) size(-16 -16 0, 16 16 72) studio("models/rgrunt.mdl") = monster_robo_grunt : "Robo Grunt" [ spawnflags(flags) = [ 32 : "SquadLeader" : 0 ] netname(string) : "Squad Name" weapons(choices) : "Weapons" : 1 = [ 1 : "9mmAR" 3 : "9mmAR + HG" 5 : "9mmAR + GL" 8 : "Shotgun" 10 : "Shotgun + HG" ] ] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/icky.mdl") = monster_ichthyosaur : "Ichthyosaur" [] @PointClass base(Monster, Sequence) size(-6 -6 0, 6 6 6) studio("models/leech.mdl") = monster_leech : "Leech" [] // Same for all turrets @BaseClass = Turret [ orientation(choices) : "Orientation" : 0 = [ 0 : "Floor Mount" 1 : "Ceiling Mount" ] firerate(string) : "Rate of fire" : "8" firemode(choices) : "Fire mode" : 0 = [ 0 : "bullets (select!)" 1 : "lightp" 2 : "hornets" 3 : "flame" 4 : "plasma" 5 : "agrenades" 6 : "lgrenades timed" 7 : "lgrenades contact" 8 : "bolts" 9 : "bolts explosive" 10 : "razordisks reflective" 11 : "razordisks explosive" 12 : "rockets" 13 : "teleporters green" 14 : "teleporters blue" ] bullettype(choices) : "Bullet type" : 0 = [ 0 : "none" //1 : "break (???)" 2 : "9mm" 3 : "357" 4 : "buckshot" 5 : "mp5" 6 : "12mm" 7 : "338" ] noise(sound) : "Custom fire sound" noise1(sound) : "Custom alert sound" spawnflags(flags) = [ 32 : "Autostart" : 0 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence, Turret) size(-16 -16 0, 16 16 72) studio("models/sentry.mdl") = monster_sentry : "Sentry Turret Gun (ground-mounted)" [] @PointClass base(Monster, Sequence, Turret) size(-16 -16 -32, 16 16 32) studio("models/miniturret.mdl") = monster_miniturret : "Mini Auto Turret" [] @PointClass base(Monster, Sequence, Turret) size(-32 -32 -32, 32 32 32) studio("models/turret.mdl") = monster_turret : "Auto Turret" [] @PointClass base(Monster, Sequence) size(-192 -192 0, 192 192 384) studio("models/nihilanth.mdl") = monster_nihilanth : "Nihilanth" [] @PointClass base(Monster, Sequence) size(-480 -480 -112, 480 480 24) studio("models/osprey.mdl") = monster_osprey : "Osprey" [ spawnflags(flags) = [ 64 : "Start Inactive" : 0 ] ] @PointClass base(Monster, Sequence) size(-6 -6 0, 6 6 6) studio("models/bigrat.mdl") = monster_rat : "Rat" [] @PointClass base(Pickup, Targetx, ModelSelection, Sequence, 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 : "Scientist" [ body(choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 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(Appearflags, Angles, ModelSelection, RenderFields) size(-16 -16 0, 16 16 72) studio("models/scientist.mdl") = monster_scientist_dead : "Dead Scientist (legacy)" [ body(choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] pose(choices) : "Pose" : 0 = [ 0 : "On back" 1 : "On Stomach" 2 : "Sitting" 3 : "Hanging" 4 : "Table1" 5 : "Table2" 6 : "Table3" ] sequence(choices) : "Animation Sequence (editor)" : 37 = [ 37 : "lying_on_back" 38 : "lying_on_stomach" 39 : "dead_sitting" 40 : "dead_table1" 41 : "dead_table2" 42 : "dead_table3" ] ] @PointClass base(Monster) size(-14 -14 22, 14 14 72) studio("models/scientist.mdl") = monster_sitting_scientist : "Sitting Scientist (legacy)" [ body(choices) : "Body" : -1 = [ -1 : "Random" 0 : "Glasses" 1 : "Einstein" 2 : "Luther" 3 : "Slick" ] sequence(choices) : "Animation Sequence (editor)" : 73 = [ 71 : "sitlookleft" 72 : "sitlookright" 73 : "sitscared" 74 : "sitting2" 75 : "sitting3" ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 36) studio("models/w_squeak.mdl") = monster_snark : "Armed Snark" [] @PointClass base(Monster, Sequence) size(-32 -32 0, 32 32 64) studio("models/tentacle2.mdl") = monster_tentacle : "Tentacle Arm" [ sweeparc(integer) : "Sweep Arc" : 130 sound(choices) : "Tap Sound" : -1 = [ -1 : "None" 0 : "Silo" 1 : "Dirt" 2 : "Water" ] ] @PointClass base(Monster) size(-4 -4 -4, 4 4 4) studio("models/p_tripmine.mdl") = monster_tripmine : "Active Tripmine (surface-mounted)" [ spawnflags(flags) = [ 1 : "Instant On" : 1 ] ] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/zombie.mdl") = monster_zombie : "Scientist Zombie" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/gonome.mdl") = monster_gonome : "Heavily mutated Zombie" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/voltigore.mdl") = monster_alien_voltigore : "Voltigore" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/pit_drone.mdl") = monster_pitdrone : "Pit drone" [] @PointClass base(Monster, Sequence) size(-16 -16 0, 16 16 72) studio("models/strooper.mdl") = monster_shocktrooper : "Shock trooper" [] @PointClass base(Monster, Sequence, TeamSelection) size(-8 -8 -8, 8 8 8) studio("models/testsphere.mdl") = monstermaker : "Creates monsters on demand by classname. Can also clone certain monster by targetname." [ monstertype(string) : "Make classname or" sourcename(string) : "or source targetname" netname(string) : "Childrens' Name" monstercount(integer) : "Number (-1 unlimited)" : -1 delay(string) : "Delay (or -1)" : "5" m_imaxlivechildren(integer) : "Max live (-1 unlimited)" : 5 fScaleMin(string) : "fScaleMin" : "1" fScaleMax(string) : "fScaleMax" : "1" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "(not used)" : 0 // PVS On/Off not implemented (don't comment this because otherwise it's inherited from Monster) 4 : "Make 1 monster per use" : 0 8 : "MonsterClip" : 0 16 : "Don't fade monsters" : 0 ] ] @PointClass base(Targetname) color(255 127 0) = multi_manager : "MultiTarget manager, each key is a target name and each value is its activation delay" [ spawnflags(flags) = [ 1 : "Multithreaded" : 0 // 2 : "(not used)" : 0 4 : "Loop" : 0 8 : "Fire once" : 0 16: "Fire on spawn" : 0 ] ] @PointClass base(Targetname, Targetx) color(127 255 127) = multisource : "Multisource, all entities pointing to it must be activated in order for it to enable" [ globalstate(string) : "Global state master" spawnflags(flags) = [ 2 : "Start enabled sources" : 0 ] ] @PointClass base(Targetname, Targetx, Angles) size(-8 -8 -8, 8 8 8) color(255 191 63) = path_corner : "Moving platform stop" [ spawnflags(flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport to me" : 0 4: "Fire once" : 0 8: "Interpolation" : 0 ] //target(target_destination) : "Next stop target" message(target_destination) : "Fire on pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New train speed" : 0 yaw_speed(integer) : "New train rotating spd" : 0 ] @PointClass base(Targetname, Targetx, Angles) size(-8 -8 -8, 8 8 8) color(255 127 0) = path_track : "Train track path" [ spawnflags(flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 16: "Disable rotation" : 0 32: "Interpolation" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire on pass" altpath(target_destination) : "Branch path" netname(target_destination) : "Fire on dead end" speed(integer) : "New train speed" : 0 ] // // player effects // @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(127 127 127) = player_loadsaved : "Load Auto-Saved game (legacy)" [ duration(string) : "Fade duration (seconds)" : "2" holdtime(string) : "Hold fade (seconds)" : "0" renderamt(integer) : "Fade alpha" : 255 rendercolor(color255) : "Fade color (R G B)" : "0 0 0" messagetime(string) : "Show message delay" : "0" message(string) : "Message to display" : "" loadtime(string) : "Reload delay" : "0" ] @PointClass base(Targetname, TeamSelection) size(-8 -8 -8, 8 8 8) color(95 127 31) = player_weaponstrip : "Strips player's weapons" [ // UNDONE: target - targetname of a container to transfer items to spawnflags(flags) = [ 1: "Fire once" : 0 2: "Everyone" : 0 4: "Remove suit" : 0 8: "Quest items" : 0 ] ] @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 63 255) = scripted_sentence : "Scripted Sentence" [ spawnflags(flags) = [ 1 : "Fire once" : 1 2 : "Followers only" : 0 4 : "Interrupt speech" : 1 8 : "Concurrent" : 0 ] sentence(string) : "Sentence name" : "" entity(string) : "Speaker entity name" duration(string) : "Sentence time" : "3" radius(integer) : "Search radius" : 512 refire(string) : "Delay before refire" : "3" listener(string) : "Listener entity (tn/cn)" : "player" volume(string) : "Volume 0-10" : "10" attenuation(choices) : "Sound radius" : 0 = [ 0 : "Small" 1 : "Medium" 2 : "Large" 3 : "Everywhere" ] // XDM3039 pitch(integer) : "Custom pitch" ] @PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence" [ m_iszEntity(string) : "Target monster" m_iszPlay(string) : "Action animation name" : "" m_iszIdle(string) : "Idle animation name" : "" m_flRadius(integer) : "Search radius" : 512 m_flRepeat(integer) : "Repeat rate ms" : 0 m_fMoveTo(choices) : "Move to position" : 0 = [ 0 : "No" 1 : "Walk" 2 : "Run" 4 : "Instantaneous" 5 : "No - turn to face" ] spawnflags(flags) = [ 4 : "Repeatable" : 0 8 : "Leave corpse" : 0 32: "No interruptions" : 0 64: "Override AI" : 0 128: "No script movement" : 0 ] ] @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker (obsolete, legacy)" [ 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 pitch(integer) : "Pitch (> 100 = higher)" : 100 attenuation(string) : "Attenuation (0 = everywhere)" delay_min(integer) : "Min. repeat delay (sec)" delay_max(integer) : "Max. repeat delay (sec)" spawnflags(flags) = [ 1: "Start silent" : 0 ] ] @PointClass base(Targetname) color(127 0 255) = target_cdaudio : "CD Audio Target" [ message(string) : "Track name (or '*stop')" health(integer) : "Track # (or -1 stop)" : -1 radius(string) : "Player radius" spawnflags(flags) = [ 1: "Loop track" : 0 2: "For ALL players" : 0 4: "Repeatable trigger" : 0 ] ] // // Triggers // @PointClass base(Targetx) = trigger_auto : "AutoTrigger, activates when the map starts" [ spawnflags(flags) = [ 1 : "Remove on fire" : 1 ] globalstate(string) : "Global state to read" triggerstate(choices) : "Trigger state" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger or check point for CoOp" [ master(string) : "Master" ] @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path corner" spawnflags(flags) = [ 1: "Start at player" : 1 2: "Follow player" : 1 4: "Freeze player" : 0 ] speed(string) : "Initial speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop deceleration units/sec^2" : "500" ] @SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" [ message(string) : "Track name (or '*stop')" health(integer) : "Track # (or -1 stop)" : -1 spawnflags(flags) = [ 1: "Loop track" : 0 2: "For ALL players" : 0 4: "Repeatable trigger" : 0 ] ] @SolidClass base(Targetname) = trigger_changelevel : "Trigger: Change level" [ map(string) : "New map name" landmark(string) : "Landmark name" changetarget(target_destination) : "Change target" changedelay(string) : "Delay before change target" : "0" spawnflags(flags) = [ 1: "No Intermission" : 0 2: "USE Only" : 0 ] ] @PointClass base(Targetname, Targetx) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter: activates target when gets activated N times" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] master(string) : "Master" count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger: stops game (or match) and brings main menu in singleplayer" [ //section(string) : "Section" section(choices) : "Section" : "" = [ "_oem_end_training": "_oem_end_training" "_oem_end_logo": "_oem_end_logo" "_oem_end_demo": "_oem_end_demo" ] spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @PointClass base(trigger_endsection) = trigger_endsection : "EndSection Trigger: stops game (or match) and brings main menu in singleplayer" [ ] @SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity: modifies gravity of everthing it touches" [ gravity(integer) : "Gravity (0-1)" : 1 ] @SolidClass base(Targetname,Target,DamageTypes) = trigger_hurt : "Damages everything it touches" [ spawnflags(flags) = [ 1: "Target once" : 0 2: "Start off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" ] @SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump" [ master(string) : "Master" speed(integer) : "Jump speed" : 40 height(integer) : "Jump height" : 128 ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activates each time it is touched" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once and remove itself" [] @SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once only" : 0 2: "Start off" : 0 4: "Only if !onground" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname, Targetx) color(127 255 63) = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "Remove on fire" : 0 ] // IMPORTANT: never leave this field unset! triggerstate(choices) : "Trigger State" : 1 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @PointClass base(Targetname, Targetx) color(207 191 0) = trigger_secret : "Trigger Secret" [ message(string) : "Printable name (optional)" ] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" [ flagpolicy(choices) : "CTF flag policy" : 0 = [ 0: "Allow (teleport)" 1: "Deny (do nothing)" 2: "Drop flag & teleport" 3: "Kill" ] ] @PointClass base(Targetname, Target) color(207 191 127) = trigger_startpatrol : "Trigger start patrol" [ m_iszPath(string) : "Path name" ] @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area. WARNING! Must be simple block in shape!" [] // // ammo // @BaseClass size(-16 -16 0, 16 16 16) color(95 0 207) base(Appearflags) = BaseAmmo [ iAmmoGive(integer) : "Custom capacity" ] @PointClass base(Pickup, BaseAmmo, Targetx) studio() = ammo : "Generic ammo (to be used with map_ammotypes.txt)" [ message(string) : "Ammo type ID string" ] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_357ammobox.mdl") = ammo_357 : "357 Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_9mmarclip.mdl") = ammo_9mmAR : "9mm MP5 Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_chainammo.mdl") = ammo_9mmbox : "9mm box" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_9mmclip.mdl") = ammo_9mmclip : "9mm Pistol Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_argrenade.mdl") = ammo_ARgrenades : "MP5 Grenades" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_alammo.mdl") = ammo_alauncher : "Acid Launcher Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_shotbox.mdl") = ammo_buckshot : "Shotgun Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_chemammo.mdl") = ammo_lightp : "Light projectile ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_crossbow_clip.mdl") = ammo_crossbow : "Crossbow Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_fuelammo.mdl") = ammo_fueltank : "Fuel Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_gaussammo.mdl") = ammo_gaussclip : "Gauss Gun Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_glammo.mdl") = ammo_glauncher : "Grenade Launcher Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_rpgammo.mdl") = ammo_rpgclip : "RPG Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_blades.mdl") = ammo_razorblades : "Razor Blades Ammo" [] @PointClass base(Pickup, BaseAmmo, Targetx) studio("models/w_sniperammo.mdl") = ammo_sniper : "Sniper Rifle Ammo" [] @PointClass base(Obsolete) = ammo_chemgun : "Replace with ammo_lightp" [] // // items // @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio() = item : "Generic pickup item (only fires target and has respawn ability)" [] @PointClass size(-16 -16 0, 16 16 32) base(BasicItem, Targetx) studio("models/w_oxygen.mdl") = item_airtank : "Oxygen tank" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_antidote.mdl") = item_antidote : "Poison antidote" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_battery.mdl") = item_battery : "HEV battery" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_medkit.mdl") = item_healthkit : "Small Health Kit" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_longjump.mdl") = item_longjump : "Longjump Module" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_security.mdl") = item_security : "Security card" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/can.mdl") = item_sodacan : "Soda can" [] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_flare.mdl") = item_flare : "Flare" [ spawnflags(flags) = [ 64 : "Start activated" : 0 ] ] @PointClass size(-16 -16 0, 16 16 16) base(BasicItem, Targetx) studio("models/w_suit.mdl") = item_suit : "HEV Suit" [ spawnflags(flags) = [ 1 : "Short Logon" : 0 ] ] // // weapons // // XDM: since there are no w_ models in XDM, there are some replacements here @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_357 : "357 handgun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_9mmAR : "9mm Assault Rifle" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_9mmhandgun : "9mm handgun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_alauncher : "Acid launcher" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_beamrifle : "Beam rifle" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_bhg : "Black Hole Generator" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_chemgun : "Laser/chemical gun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_crossbow : "Crossbow" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_crowbar : "Crowbar" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_displacer : "Displacer" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_dlauncher : "Disk launcher" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_egon : "Egon gun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_flame : "Flamethrower" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_gauss : "Gauss gun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_glauncher : "Grenade launcher" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_handgrenade : "Handgrenade ammo" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_hornetgun : "Hornet gun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_plasma : "Plasma gun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_rpg : "RPG" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_satchel : "Satchel charge ammo" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_snark : "Squeak Grenade" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_sniperrifle : "Sniper rifle" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_strtarget : "Strike target" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_sword : "Sword" [] @PointClass base(Weapon, Targetx) studio("models/can.mdl") = weapon_tripmine : "Tripmine ammo" [] // XDM3035c @PointClass base(Weapon, Target, Sequence, Angles) size(-16 -16 -16, 16 16 16) studio() = weapon : "Custom weapon, see code and documentation!" [ weaponname(string) : "Weapon unique name" : "weapon_custom" weapon_id(integer) : "Weapon ID (29 or 30)" : 0 model(studio) : "World p_model" : "models/p_glauncher.mdl" viewmodel(studio) : "View v_model" : "models/v_glauncher.mdl" body(integer) : "Body" : 0 skin(integer) : "Skin" : 0 attackinterval1(string) : "Attack interval 1" : "0.5" attackinterval2(string) : "Attack interval 2" : "0.5" reloaddelay(string) : "Reload delay" : "1.0" useammo1(integer) : "Use ammo 1" : 1 useammo2(integer) : "Use ammo 2" : 1 maxclip(integer) : "Max.clip (-1 no clip)" : -1 ammocontained1(integer) : "Ammo1 in this gun" : 10 ammocontained2(integer) : "Ammo2 in this gun" : 0 weaponflags(choices) : "Item flags (additive)" : 0 = [ 1 : "SELECTONEMPTY" 2 : "NOAUTORELOAD" 4 : "NOAUTOSWITCHEM" 8 : "LIMITINWORLD" 16 : "EXHAUSTIBLE" 32 : "CANNOTDROP" 64 : "SUPERWEAPON" 128 : "ADDDEFAULTAMMO2" 256 : "UNDERWATER1" 512 : "UNDERWATER2" 1024 : "USEONLADDER" 2048 : "NOWEAPONSTAY" 4096 : "IMPORTANT" ] weight(integer) : "Weight (priority)" : 0 ammo1(string) : "Ammo name 1" : "" ammo2(string) : "Ammo name 2" : "" numbullets1(integer) : "Num bullets1" : 0 numbullets2(integer) : "Num bullets2" : 0 damage1(string) : "Damage 1" : "0" damage2(string) : "Damage 2" : "0" projectile1(string) : "Projectile 1" projectile2(string) : "Projectile 2" customprojectile1(string) : "env_projectile targetname1" customprojectile2(string) : "env_projectile targetname2" projectilespeed1(integer) : "Projectile 1 speed" : 1000 projectilespeed2(integer) : "Projectile 2 speed" : 1000 firetarget1(string) : "Fire target1" firetarget2(string) : "Fire target2" animext(string) : "Player anim.group name" : "shotgun" anim_deploy(integer) : "Viewmodel anim: deploy" : 0 anim_holster(integer) : "Viewmodel anim: holster" : 1 anim_fire1(integer) : "Viewmodel anim: fire1" : 2 anim_fire2(integer) : "Viewmodel anim: fire2" : 3 anim_reload(integer) : "Viewmodel anim: reload" : 4 noise(sound) : "Sound: deploy" : "weapons/mp5_select.wav" noise1(sound) : "Sound: fire1" : "weapons/hks1.wav" noise2(sound) : "Sound: fire2" : "weapons/hks3.wav" noise3(sound) : "Sound: reload" : "weapons/scock1.wav" AmmoRechargeDelay1(string) : "Ammo1 regeneration delay" : "0.0" AmmoRechargeDelay2(string) : "Ammo2 regeneration delay" : "0.0" spawnflags(flags) = [ 1: "No primary fire" : 0 2: "No secondary fire" : 0 4: "No underwater1" : 0 8: "No underwater2" : 0 16: "Silent4monsters1" : 0 32: "Silent4monsters2" : 0 256: "DUPLICATE" : 0 ] ] @PointClass base(Obsolete) size(-16 -16 -16, 16 16 16) studio() = cycler_weapon : "Weapon Cycler (OBSOLETE)" [] @PointClass size(-16 -16 0, 16 16 64) color(0 127 0) studio("models/w_weaponbox.mdl") = weaponbox : "Weapon/Ammo Container" [] @PointClass base(Weapon, Targetx) = world_items : "World Items" [ type(choices) :"types" : 42 = [ 42: "Antidote" 43: "Security Card" 44: "Battery" 45: "Suit" ] ] // // Xen // @PointClass base(Target, Targetname, RenderFields, ModelSelection, Angles) size(-48 -48 0, 48 48 32) studio("models/light.mdl") = xen_plantlight : "Xen Plant Light" [] @PointClass base(Targetname, RenderFields, Angles, ModelSelection) size(-8 -8 0, 8 8 32) studio("models/hair.mdl") = xen_hair : "Xen Hair" [ spawnflags(flags) = [ 1 : "Sync Movement" : 0 ] ] @PointClass base(Targetname, RenderFields, Angles, ModelSelection) size(-24 -24 0, 24 24 188) studio("models/tree.mdl") = xen_tree : "Xen Tree" [ dmg(string) : "Custom damage" : "" ] @PointClass base(Targetname, RenderFields, Angles, ModelSelection) size(-16 -16 0, 16 16 64) studio("models/fungus(small).mdl") = xen_spore_small : "Xen Spore (small)" [] @PointClass base(Targetname, RenderFields, Angles, ModelSelection) size(-40 -40 0, 40 40 120) studio("models/fungus.mdl") = xen_spore_medium : "Xen Spore (medium)" [] @PointClass base(Targetname, RenderFields, Angles, ModelSelection) size(-90 -90 0, 90 90 220) studio("models/fungus(large).mdl") = xen_spore_large : "Xen Spore (large)" [] // // XHL point entities // @PointClass base(Targetname, RenderFields, RenderFxChoices, Sequence, Angles) size(-16 -16 -16, 16 16 16) studio() = env_static : "Static architecture" [ model(studio) : "Model" body(integer) : "Body" : 0 scale(string) : "Scale" : "1.0" skin(integer) : "Skin" : 0 topcolor(integer) : "Top color (hue 0-255)" : 0 bottomcolor(integer) : "Bottom color (hue 0-255)" : 0 type(choices) : "Type" : 0 = [ 0: "Interactive" 1: "Decoration" 2: "Visual only" ] iFxLevel(choices) : "Min. fx setting level" : 1 = [ 0 : "Draw ALWAYS (0)" 1 : "When allowed (default)" 2 : "Fx setting 2 (extra)" 3 : "Fx setting 3 (ultra)" ] spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Start invisible" : 0 ] ] @PointClass base(Targetname, Targetx, RenderFields) size(-8 -8 -8, 8 8 8) = env_beamtrail : "Beam trail effect" [ netname(sprite) : "Sprite" : "sprites/smoke.spr" health(string) : "Life" : "1.0" armorvalue(integer) : "Width" : 16 ] // hl @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_fade : "Fade effect" [] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) sprite() = env_flamespawner : "Flame spawner" [ model(sprite) : "Sprite Name" : "sprites/flamefire.spr" movedir(string) : "Velocity vector" : "0 0 1" speed(string) : "Cloud spawn delay" : "0.1" spawnflags(flags) = [ 1: "Start Off" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(127 159 255) = env_fog : "Fog" [ rendercolor(color255) : "Color (R G B)" : "255 255 255" startdist(integer) : "Start distance" : 0 enddist(integer) : "End distance" : 0 spawnflags(flags) = [ 1 : "Start active" : 0 ] ] @PointClass base(Obsolete) size(-8 -8 -8, 8 8 8) color(127 127 255) sprite() = env_fountain : "Particle effect (Obsolete)" [ ] @PointClass base(Targetname, RenderFields, RenderFxChoices, Angles, Sequence, MaterialSelection) size(-8 -8 -8, 8 8 8) color(255 191 127) studio() = gib : "Gib" [ model(studio) : "Model" body(integer) : "Body" : 0 scale(string) : "Scale" : "1.0" skin(integer) : "Skin" : 0 health(integer) : "Strength" : 0 bloodcolor(choices) : "Blood color (palette)" : -1 = [ -1: "(don't bleed)" 192: "yellow" 208: "blue" 216: "green" 247: "red" ] blooddecals(integer) : "Max blood decals" : 0 spawnflags(flags) = [ 1 : "Solid" : 0 2 : "Random bodygroup" : 0 4 : "Random skin" : 0 ] ] @PointClass base(Targetname, RenderFields, RenderFxChoices, Sequence, Angles) size(-8 -8 -8, 8 8 8) studio() = env_model : "Animated interactive studio model" [ model(studio) : "Model" body(integer) : "Body" : 0 scale(string) : "Scale" : "1.0" skin(integer) : "Skin" : 0 m_iszSequence_On(string) : "Sequence On" m_iszSequence_Off(string) : "Sequence Off" m_iAction_On(integer) : "iAction On" : 0 m_iAction_Off(integer) : "iAction Off" : 0 spawnflags(flags) = [ 1 : "Start Off" : 0 2 : "Drop to floor" : 0 4 : "Solid" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 255 63) sprite() = env_warpball : "Warp ball" [ model(sprite) : "Main sprite" : "sprites/Fexplo1.spr" effectsprite(sprite) : "Secondary sprite" : "sprites/XFlare1.spr" mainsound(sound) : "Main sound name WAV" : "debris/beamstart2.wav" effectsound(sound) : "Secondary sound WAV" : "debris/beamstart7.wav" spawnflags(flags) = [ 1 : "Play ONCE" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(159 207 255) = env_sky : "3D sky camera position" [] @PointClass base(Targetname, Target, ModelSelection, Angles) size(-8 -8 -8, 8 8 8) color(0 255 0) studio() = info_dom_target : "Domination Target" [ message(string) : "Title (#MAPNAME_POINTNAME)" scale(string) : "Scale" : "1.0" noise(sound) : "Custom activation sound" : "" spawnflags(flags) = [ 1024 : "Force touchable" : 0 ] ] @PointClass base(ModelSelection, Angles, Target) size(-8 -8 -8, 8 8 8) color(0 255 0) studio() = info_capture_obj : "Capture object. Target activated when taken, deactivated when returned." [ team(choices) : "Team" : 0 = [ 0 : "Any Team" 1 : "Team 1 (green)" 2 : "Team 2 (blue)" ] spawnflags(flags) = [ 1 : "Slow down player" : 0 2 : "Holster weapons" : 0 ] ] //@SolidClass base(Targetname, RenderFields) = env_fogzone : "Fog zone" //[ // startdist(integer) : "Start distance" : 0 // enddist(integer) : "End distance" : 0 // spawnflags(flags) = // [ // 1 : "Start active" : 0 // ] //] @SolidClass base(Obsolete) = env_rain : "Rain effect spawner (OBSOLETE)" [ ] @SolidClass base(Obsolete) = func_lava : "Lava effect spawner (OBSOLETE)" [ updatetime(string) : "Update time" : "1.0" spawnflags(flags) = [ 1: "Start Off" : 0 ] ] @SolidClass base(RoomType) = trigger_sound : "Room type trigger" [ ] @SolidClass base(Target, Obsolete) = trigger_dom_point : "Trigger: Domination point (OBSOLETE)" [ wait(string) : "Touch delay" : "0.5" comment(string) : "OBSOLETE" : "Use trigger_multiple" ] @SolidClass = trigger_cap_point : "Trigger: CTF point" [ team(choices) : "Team" : 0 = [ 0 : "Any team" 1 : "Team 1 (green)" 2 : "Team 2 (blue)" ] ] @PointClass base(Targetname, RenderFields, RenderFxChoices, DamageTypes) size(-8 -8 -8, 8 8 8) studio() = env_projectile : "Custom projectile reference" [ model(studio) : "Model" body(integer) : "Body" : 0 scale(string) : "Scale" : "1.0" skin(integer) : "Skin" : 0 dmg(string) : "Damage" : "10.0" dmg_save(string) : "Damage radius" : "128.0" speed(string) : "Speed multiplier" : "1.0" lifetime(string) : "Life time (0 unlimited)" : "0.0" spritetrail(sprite) : "Trail sprite" : "" spritehitworld(sprite) : "Hit world sprite" : "" spritehit(sprite) : "Hit target sprite" : "" noise(sound) : "Hit world sound" : "" noise1(sound) : "Hit target sound" : "" mins(string) : "MinS vector (-half volume)" : "0 0 0" maxs(string) : "MaxS vector (+half volume)" : "0 0 0" EntIgnoreTimeInterval(string) : "Owner thru time (0 unlimited)" : "1.0" movetype(choices) : "Move type" : 5 = [ 5 : "MOVETYPE_FLY" 6 : "MOVETYPE_TOSS" 8 : "MOVETYPE_NOCLIP" 9 : "MOVETYPE_FLYMISSILE" 10 : "MOVETYPE_BOUNCE" 11 : "MOVETYPE_BOUNCEMISSILE" ] spawnflags(flags) = [ 1: "Under water" : 0 2: "Emit light" : 0 4: "Silent for monsters" : 0 ] ] @PointClass sprite() base(Targetname, Target) size(-8 -8 -8, 8 8 8) color(0 255 0) = env_rendersystem : "RenderSystem" [ message(string) : "Script (file name only!)" : "mymap/mysystem.txt" button(integer) : "Attachment (studio models)" : 0 fMaxParticlesK(string) : "MaxParticles multiplier" : "" iFxLevel(choices) : "Min. fx setting level" : 1 = [ 0 : "Draw ALWAYS (0)" 1 : "When allowed (default)" 2 : "Fx setting 2 (extra)" 3 : "Fx setting 3 (ultra)" ] spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Impulse use (no toggle)" : 0 4 : "Target is activator" : 0 8 : "Use attachment (mdl)" : 0 16 : "Add physics" : 0 32 : "Add gravity" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(31 31 31) = env_gravitypoint : "Gravity point" [ gravity(integer) : "Gravity force" : 100 health(integer) : "Radius" : 512 master(string) : "Master" spawnflags(flags) = [ 2: "Gradual (far attracted less)" : 0 4: "No clients" : 0 8: "No monsters" : 0 16: "Ignore ent velocity" : 0 32: "Affect obstructed ents" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(255 127 0) = multi_watcher : "MultiTarget watcher" [ logic(choices) : "Logic" : "" = [ "AND" : "AND" "OR" : "OR" "NAND" : "NAND" "NOR" : "NOR" "XOR" : "XOR" "XNOR" : "XNOR" "OR" : "OR" "OR" : "OR" "OR" : "OR" ] state(choices) : "Initial state" : 0 = [ 0 : "OFF" 1 : "TURN ON" 2 : "ON" 3 : "TURN OFF" 4 : "IN USE" ] offtarget(target_destination) : "Fire on false logic" ]