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- //
- // Half-Life game definition file (.fgd)
- // FOR UNDERWORLD
- //
- // Requires Worldcraft 3.3 or above, and Half-Life 1.1.0.0 or above
- //
- // Based on version 1.7 updated by Chris Bokitch
- // worldcraft@valvesoftware.com
- // http://halflife.gamedesign.net/
- //
-
- //
- // 0527 - version 1.7
- // - made light, light_spot, and light_environment use the
- // lightbulb icon
- // - made ambient_generic, env_sound, and speaker use the
- // speaker icon
- // - made env_glow, env_sprite, and cycler_sprite display
- // their sprite in the 3D view.
- // - changed appropriate keys to sprite, sound, or studio type
- // to allow for file browsing from the entity properties
- // - gave env_glow a scale property... finally
- // - gave infodecal the decal() helper
- // - removed unnecessary size() declarations
- //
- // 0116 - version 1.6b
- // 0116 - added the Global Name property to applicable func entities
- // 0116 - added Targetname to func_ladder so it can be killed
- //
- //
- // 0113 - version 1.6a
- // 0113 - removed many defunct keys, clarified lots, big thanks
- // to Juddhunter
- // 0112 - changed monster_satchelcharge to monster_satchel,
- // removed extra targetname (Ryan Desgroseilliers)
- //
- //
- // xxxx - old changes
- // 1122 - added func_tankcontrols
- // 1128 - added RenderFields to monsters
- // 1129 - added _minlight to most func_s
- // 1207 - added cute little monster_babycrab entity
- // 1208 - added ammo_9mmbox, 200 9mm shells
- // - added monster_rat, has limited animations, no ai
- // - added monster_snark (thanks HB :)
- // 0201 - changed worldspawn variable types
- // 0218 - removed unneeded properties from trigger_monsterjump
- // - increased func_rot_button speed from 5 to 50
- // - increased momentary_rot_button speed from 5 to 50
- // - removed master from trigger_cdaudio
- // 0222 - added targetname to func_plat
- // - cleaned up func_platrot a bit
- // 0224 - removed info_player_start2
- // 0302 - changed cycler_weapon size info
- // - removed MoveTarget (target) from Monster definition
- // - redid cycler properties
- // - redid cycler_sprite properties and size
- // 0305 - removed obsolete flags from scripted_sequence (oops)
- // 0308 - removed obsolete flags from BaseTank entity baseclass
- // affecting func_tank, -laser, -mortar, and -rockets.
- // 0312 - added speed to func_platrot
- // - added sequence to weapon_crossbow
- // - added rendering properties to button_target
- // 0315 - added first set of game_ ents: _counter, _counter_set,
- // _end, _player_hurt, _score, _team_master, _team_master_set,
- // _text, and _zone_player (1.0.0.9 only)
- // 0319 - rearranged env_beam
- // - added Targetname reference to Weapon BaseClass
- // 0324 - added game_player_equip
- // 0401 - added game_player_team
- // - made changes to various game_ ents
- // 0410 - added master to BaseTank baseclass
- // 0411 - removed Appearflags from Monster baseclass
- // - fixed some typos
- // - changed default env_sprite to sprites/glow01.spr
- // (sprites/glow.spr was not valid)
- // - gave env_glow a default sprite of sprites/glow01.spr
- // 0412 - added speed to func_plat
- // - added mapteams and defaultteam to worldspawn
- // 0428 - removed master from trigger_relay
- // - set all choice default values to their first ordinal value
- // 0429 - changed instances of wait(string) to wait(integer)
- // 0506 - added Target to light_spot
- // - changed light_spot _cone and _cone2 descriptions and defaults
- // - added a Multithreaded flag to the multi_manager
- // 0510 - commented out master in game_zone_player
- // - commented out dmdelay in func_recharge and func_healthcharger
- // 0518 - added Weapon and Targetx bases to items
- // 0524 - added Targetname to func_illusionary
- // 0910 - various minor fixes and improvements
- // - changed entity coloring on some things
- // - speed key for func_plat
- // - added rendering properties to various things
- //
-
- //
- // worldspawn
- //
-
- @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"
- MaxRange(string) : "Max viewable distance" : "4096"
- chaptertitle(string) : "Chapter Title Message"
- startdark(choices) : "Level Fade In" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- gametitle(choices) : "Display game title" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- newunit(choices) : "New Level Unit" : 0 =
- [
- 0 : "No, keep current"
- 1 : "Yes, clear previous levels"
- ]
- mapteams(string) : "Map Team List"
- defaultteam(choices) : "Default Team" : 0 =
- [
- 0 : "Fewest Players"
- 1 : "First Team"
- ]
- ]
-
- //
- // BaseClasses
- //
-
- @BaseClass = Appearflags
- [
- spawnflags(Flags) =
- [
- 2048 : "Not in Deathmatch" : 0
- ]
- ]
-
- @BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo []
-
- @BaseClass = Targetname
- [
- targetname(target_source) : "Name"
- ]
- @BaseClass = Target
- [
- target(target_destination) : "Target"
- ]
- @BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags) = Weapon []
- @BaseClass = Global
- [
- globalname(string) : "Global Entity Name"
- ]
-
- @BaseClass base(Target) = Targetx
- [
- delay(string) : "Delay before trigger" : "0"
- killtarget(target_destination) : "KillTarget"
- ]
-
- @BaseClass = RenderFxChoices
- [
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- ]
-
- @BaseClass base(RenderFxChoices) = RenderFields
- [
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
- @BaseClass base(Appearflags) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
-
- @BaseClass base(Target, Targetname, RenderFields) color(0 200 200) = Monster
- [
- TriggerTarget(String) : "TriggerTarget"
- 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"
- ]
- spawnflags(Flags) =
- [
- 1 : "WaitTillSeen" : 0
- 2 : "Gag" : 0
- 4 : "MonsterClip" : 0
- 16: "Prisoner" : 0
- 128: "WaitForScript" : 0
- 256: "Pre-Disaster" : 0
- 512: "Fade Corpse" : 0
- ]
- ]
-
- @BaseClass = TalkMonster
- [
- UseSentence(String) : "Use Sentence"
- UnUseSentence(String) : "Un-Use Sentence"
- ]
-
- @BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
- [
- targetname (target_source) : "Name"
-
- // how many pieces to create
- m_iGibs(integer) : "Number of Gibs" : 3
-
- // delay (in seconds) between shots. If 0, all gibs shoot at once.
- delay(string) : "Delay between shots" : "0"
-
- // how fast the gibs are fired
- m_flVelocity(integer) : "Gib Velocity" : 200
-
- // Course variance
- m_flVariance(string) : "Course Variance" : "0.15"
-
- // Time in seconds for gibs to live +/- 5%
- m_flGibLife(string) : "Gib Life" : "4"
-
- spawnflags(Flags) =
- [
- 1 : "Repeatable" : 0
- ]
- ]
-
- @BaseClass = Light
- [
- _light(color255) : "Brightness" : "255 255 128 200"
- 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 base(Targetname,Global) = Breakable
- [
- master(string) : "UW_MASTER"
- target(target_destination) : "Target on break"
- health(integer) : "Strength" : 1
- 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"
- ]
- explosion(choices) : "Gibs Direction" : 0 =
- [
- 0: "Random"
- 1: "Relative to Attack"
- ]
- delay(string) : "Delay before fire" : "0"
- 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
- ]
-
- @BaseClass base(Appearflags, Targetname, RenderFields, Global) = Door
- [
- killtarget(target_destination) : "KillTarget"
- speed(integer) : "Speed" : 100
- master(string) : "Master"
- movesnd(choices) : "Move Sound" : 0 =
- [
- 0: "No Sound"
- 1: "Servo (Sliding)"
- 2: "Pneumatic (Sliding)"
- 3: "Pneumatic (Rolling)"
- 4: "Vacuum"
- 5: "Power Hydraulic"
- 6: "Large Rollers"
- 7: "Track Door"
- 8: "Snappy Metal Door"
- 9: "Squeaky 1"
- 10: "Squeaky 2"
- ]
- 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"
- ]
- wait(integer) : "delay before close, -1 stay open " : 4
- lip(integer) : "Lip"
- dmg(integer) : "Damage inflicted when blocked" : 0
- message(string) : "Message if triggered"
- target(target_destination) : "Target"
- delay(integer) : "Delay before fire"
- netname(string) : "Fire on Close"
- 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
- ]
- // 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"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @BaseClass base(Targetname, Target, RenderFields, Global) = BaseTank
- [
- spawnflags(flags) =
- [
- 1 : "Active" : 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"
- rotatesound(sound) : "Rotate Sound" : ""
- firerate(string) : "Rate of Fire" : "1"
- bullet_damage(string) : "Damage Per Bullet" : "0"
- persistence(string) : "Firing persistence" : "1"
- firespread(choices) : "Bullet accuracy" : 0 =
- [
- 0: "Perfect Shot"
- 1: "Small cone"
- 2: "Medium cone"
- 3: "Large cone"
- 4: "Extra-large cone"
- ]
- minRange(string) : "Minmum target range" : "0"
- maxRange(string) : "Maximum target range" : "0"
- _minlight(string) : "Minimum light level"
- ]
-
- @BaseClass = 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(Target, Targetname) = Trigger
- [
- killtarget(target_destination) : "Kill target"
- netname(target_destination) : "Target Path"
- style(integer) : "Style" : 32
- master(string) : "Master"
- sounds(choices) : "Sound style" : 0 =
- [
- 0 : "No Sound"
- ]
- delay(string) : "Delay before trigger" : "0"
- message(string) : "Message (set sound too!)"
- spawnflags(flags) =
- [
- 1: "Monsters" : 0
- 2: "No Clients" : 0
- 4: "Pushables": 0
- ]
- ]
-
- //
- // Entities
- //
-
- @PointClass base(Targetname, Targetx) 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" : ""
- 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 : "Universal Ambient"
- [
- message(sound) : "WAV Name"
- health(integer) : "Volume (10 = loudest)" : 10
- preset(choices) :"Dynamic Presets" : 0 =
- [
- 0: "None"
- 1: "Huge Machine"
- 2: "Big Machine"
- 3: "Machine"
- 4: "Slow Fade in"
- 5: "Fade in"
- 6: "Quick Fade in"
- 7: "Slow Pulse"
- 8: "Pulse"
- 9: "Quick pulse"
- 10: "Slow Oscillator"
- 11: "Oscillator"
- 12: "Quick Oscillator"
- 13: "Grunge pitch"
- 14: "Very low pitch"
- 15: "Low pitch"
- 16: "High pitch"
- 17: "Very high pitch"
- 18: "Screaming pitch"
- 19: "Oscillate spinup/down"
- 20: "Pulse spinup/down"
- 21: "Random pitch"
- 22: "Random pitch fast"
- 23: "Incremental Spinup"
- 24: "Alien"
- 25: "Bizzare"
- 26: "Planet X"
- 27: "Haunted"
- ]
- volstart(integer) : "Start Volume" : 0
- fadein(integer) : "Fade in time (0-100)" : 0
- fadeout(integer) : "Fade out time (0-100)" : 0
- 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(integer) : "LFO type 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
- spawnflags(flags) =
- [
- 1: "Play Everywhere" : 0
- 2: "Small Radius" : 0
- 4: "Medium Radius" : 1
- 8: "Large Radius" : 0
- 16:"Start Silent":0
- 32:"Is NOT Looped":0
- ]
- ]
-
- //
- // ammo
- //
-
-
- @PointClass base(Weapon, Targetx) = ammo_9mmclip : "9mm Pistol Ammo" []
- @PointClass base(Weapon, Targetx) = ammo_9mmbox : "box of 200 9mm shells" []
- @PointClass base(Weapon, Targetx) = ammo_ARgrenades : "Assault Grenades" []
- @PointClass base(Weapon, Targetx) = ammo_buckshot : "Shotgun Ammo" []
- @SolidClass base(Target) = button_target : "Target Button"
- [
- spawnflags(flags) =
- [
- 1: "Use Activates" : 1
- 2: "Start On" : 0
- ]
- master(string) : "Master"
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
-
- //
- // cyclers
- //
-
- @PointClass base(Targetname) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler"
- [
- model(studio) : "Model"
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
- @PointClass base(Targetname) sprite() = cycler_sprite : "Sprite Cycler"
- [
- model(sprite) : "Sprite"
- framerate(integer) : "Frames per second" : 10
- renderfx(choices) :"Render FX" : 0 =
- [
- 0: "Normal"
- 1: "Slow Pulse"
- 2: "Fast Pulse"
- 3: "Slow Wide Pulse"
- 4: "Fast Wide Pulse"
- 9: "Slow Strobe"
- 10: "Fast Strobe"
- 11: "Faster Strobe"
- 12: "Slow Flicker"
- 13: "Fast Flicker"
- 5: "Slow Fade Away"
- 6: "Fast Fade Away"
- 7: "Slow Become Solid"
- 8: "Fast Become Solid"
- 14: "Constant Glow"
- 15: "Distort"
- 16: "Hologram (Distort + fade)"
- ]
- rendermode(choices) : "Render Mode" : 0 =
- [
- 0: "Normal"
- 1: "Color"
- 2: "Texture"
- 3: "Glow"
- 4: "Solid"
- 5: "Additive"
- ]
- renderamt(integer) : "FX Amount (1 - 255)"
- rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
- ]
-
- @PointClass base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler"
- [
- model(studio) : "model"
- ]
-
- //
- // Environmental effects
- //
-
- @BaseClass = BeamStartEnd
- [
- LightningStart(target_destination) : "Start Entity"
- LightningEnd(target_destination) : "Ending Entity"
- ]
- @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) 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"
- Radius(integer) : "Radius" : 256
- life(string) : "Life (seconds 0 = infinite)" : "1"
- BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
- NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
- texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
- TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
- framerate(integer) : "Frames per 10 seconds" : 0
- framestart(integer) : "Starting Frame" : 0
- StrikeTime(string) : "Strike again time (secs)" : "1"
- damage(string) : "Damage / second" : "0"
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Toggle" : 0
- 4 : "Random Strike" : 0
- 8 : "Ring" : 0
- 16: "StartSparks" : 0
- 32: "EndSparks" : 0
- 64: "Decal End" : 0
- 128: "Shade Start" : 0
- 256: "Shade End" : 0
- ]
- ]
-
- @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
- [
- health(integer) : "Capacity" : 10
- skin(choices) : "Beverage Type" : 0 =
- [
- 0 : "Coca-Cola"
- 1 : "Sprite"
- 2 : "Diet Coke"
- 3 : "Orange"
- 4 : "Surge"
- 5 : "Moxie"
- 6 : "Random"
- ]
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) 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) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
- [
- iMagnitude(Integer) : "Magnitude" : 100
- spawnflags(flags) =
- [
- 1: "No Damage" : 0
- 2: "Repeatable" : 0
- 4: "No Fireball" : 0
- 8: "No Smoke" : 0
- 16: "No Decal" : 0
- 32: "No Sparks" : 0
- ]
- ]
-
- @PointClass base(Targetname) color(255 255 128) = env_global : "Global State"
- [
- globalstate(string) : "Global State to Set"
- triggermode(choices) : "Trigger Mode" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- 2 : "Dead"
- 3 : "Toggle"
- ]
- initialstate(choices) : "Initial State" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- 2 : "Dead"
- ]
- spawnflags(flags) =
- [
- 1 : "Set Initial State" : 0
- ]
- ]
-
- @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
- [
- model(sprite) : "Sprite Name" : "sprites/glow01.spr"
- scale(integer) : "Scale" : 1
- ]
-
- @PointClass base(Targetname) = env_fade : "Screen Fade"
- [
- spawnflags(flags) =
- [
- 1: "Fade From" : 0
- 2: "Modulate" : 0
- 4: "Activator Only" : 0
- ]
- duration(string) : "Duration (seconds)" : "2"
- holdtime(string) : "Hold Fade (seconds)" : "0"
- renderamt(integer) : "Fade Alpha" : 255
- rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
- [
- spawnflags(flags) =
- [
- 1: "Reverse" : 0
- ]
- ]
-
- @PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
- [
- LaserTarget(target_destination) : "Target of Laser"
- renderamt(integer) : "Brightness (1 - 255)" : 100
- rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
- width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
- NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
- texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
- EndSprite(sprite) : "End Sprite" : ""
- TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
- framestart(integer) : "Starting Frame" : 0
- damage(string) : "Damage / second" : "100"
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 16: "StartSparks" : 0
- 32: "EndSparks" : 0
- 64: "Decal End" : 0
- ]
- ]
-
- @PointClass base(Targetname, Target) = 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"
- ]
- ]
-
- @PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 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) = env_shake : "Screen Shake"
- [
- spawnflags(flags) =
- [
- 1: "GlobalShake" : 0
- ]
- amplitude(string) : "Amplitude 0-16" : "4"
- radius(string) : "Effect radius" : "500"
- duration(string) : "Duration (seconds)" : "1"
- frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
- ]
-
- @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
- [
- shootmodel(studio) : "Model 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 iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound"
- [
- radius(integer) : "Radius" : 128
- roomtype(Choices) : "Room Type" : 0 =
- [
- 0 : "Normal (off)"
- 1 : "Generic"
-
- 2 : "Metal Small"
- 3 : "Metal Medium"
- 4 : "Metal Large"
-
- 5 : "Tunnel Small"
- 6 : "Tunnel Medium"
- 7 : "Tunnel Large"
-
- 8 : "Chamber Small"
- 9 : "Chamber Medium"
- 10: "Chamber Large"
-
- 11: "Bright Small"
- 12: "Bright Medium"
- 13: "Bright Large"
-
- 14: "Water 1"
- 15: "Water 2"
- 16: "Water 3"
-
- 17: "Concrete Small"
- 18: "Concrete Medium"
- 19: "Concrete Large"
-
- 20: "Big 1"
- 21: "Big 2"
- 22: "Big 3"
-
- 23: "Cavern Small"
- 24: "Cavern Medium"
- 25: "Cavern Large"
-
- 26: "Weirdo 1"
- 27: "Weirdo 2"
- 28: "Weirdo 3"
- ]
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_spark : "Spark"
- [
- MaxDelay(string) : "Max Delay" : "0"
- spawnflags(flags) =
- [
- 32: "Toggle" : 0
- 64: "Start ON" : 0
- ]
- ]
-
- @PointClass sprite() base(Targetname, RenderFields) 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" : ""
- spawnflags(flags) =
- [
- 1: "Start on" : 0
- 2: "Play Once" : 0
- ]
- ]
-
- @SolidClass base(Breakable, RenderFields) = func_breakable : "Breakable Object"
- [
- spawnflags(flags) =
- [
- 1 : "Only Trigger" : 0
- 2 : "Touch" : 0
- 4 : "Pressure" : 0
- 256: "Instant Crowbar" : 1
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Global,Targetname, Target, RenderFields) = func_button : "Button"
- [
- speed(integer) : "Speed" : 5
- target(target_destination) : "Targetted object"
- netname(target_destination) : "Target Path"
- health(integer) : "Health (shootable if > 0)"
- lip(integer) : "Lip"
- master(string) : "Master"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 11: "Buzz Off"
- 14: "Lightswitch"
- ]
- wait(integer) : "delay before reset (-1 stay)" : 3
- delay(string) : "Delay before trigger" : "0"
- spawnflags(flags) =
- [
- 1: "Don't move" : 0
- 32: "Toggle" : 0
- 64: "Sparks" : 0
- 256:"Touch Activates": 0
- ]
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0: "None"
- 2: "Access Denied"
- 8: "Small zap"
- 10: "Buzz"
- 11: "Buzz Off"
- 12: "Latch Locked"
- ]
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 13: "Latch Unlocked"
- 14: "Lightswitch"
- ]
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied"
- 2: "Security Lockout"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance Door"
- 9: "Broken Shut Door"
- ]
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted"
- 2: "Security Disengaged"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance area"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Global,RenderFields, Targetname) = 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(Door) = func_door : "Basic door" []
-
- @SolidClass base(Door) = func_door_rotating : "Rotating door"
- [
- spawnflags(flags) =
- [
- 2 : "Reverse Dir" : 0
- 16: "One-way" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- distance(integer) : "Distance (deg)" : 90
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @SolidClass base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction"
- [
- modifier(integer) : "Percentage of standard (0 - 100)" : 15
- ]
-
- @SolidClass base(Targetname, RenderFields, Global) = 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
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Global, RenderFields) = func_healthcharger: "Wall health recharger"
- [
- // dmdelay(integer) : "Deathmatch recharge delay" : 0
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, RenderFields) = func_illusionary : "Fake Wall/Light"
- [
-
- skin(choices) : "Contents" : -1 =
- [
- -1: "Empty"
- -7: "Volumetric Light"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname) = func_ladder : "Ladder" []
-
- @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"
- ]
-
- @SolidClass base(Global,Appearflags, Targetname, RenderFields) = func_pendulum : "Swings back and forth"
- [
- speed(integer) : "Speed" : 100
- distance(integer) : "Distance (deg)" : 90
- damp(integer) : "Damping (0-1000)" : 0
- dmg(integer) : "Damage inflicted when blocked" : 0
- spawnflags(flags) =
- [
- 1: "Start ON" : 0
- 8: "Passable" : 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"
- ]
-
- @SolidClass base(Targetname,Global,RenderFields, 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, Global, RenderFields, PlatSounds) = func_platrot : "Moving Rotating platform"
- [
- spawnflags(Flags) =
- [
- 1: "Toggle" : 1
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- ]
- speed(integer) : "Speed of rotation" : 50
- height(integer) : "Travel altitude (can be negative)" : 0
- rotation(integer) : "Spin amount" : 0
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Breakable, RenderFields) = 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
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Global,RenderFields) = func_recharge: "Battery recharger"
- [
- // dmdelay(integer) : "Deathmatch recharge delay" : 0
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, Global, RenderFields) = func_rot_button : "RotatingButton"
- [
- target(target_destination) : "Targetted object"
- // 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" : 21 =
- [
- 21: "Squeaky"
- 22: "Squeaky Pneumatic"
- 23: "Ratchet Groan"
- 24: "Clean Ratchet"
- 25: "Gas Clunk"
- ]
- 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
- 32: "Toggle" : 0
- 64: "X Axis" : 0
- 128: "Y Axis" : 0
- 256:"Touch Activates": 0
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- ]
-
- @SolidClass base(Targetname, Global, RenderFields) = func_rotating : "Rotating Object"
- [
- speed(integer) : "Rotation Speed" : 0
- volume(integer) : "Volume (10 = loudest)" : 10
- fanfriction(integer) : "Friction (0 - 100%)" : 20
- sounds(choices) : "Fan Sounds" : 0 =
- [
- 0 : "No Sound"
- 1 : "Fast Whine"
- 2 : "Slow Rush"
- 3 : "Medium Rickety"
- 4 : "Fast Beating"
- 5 : "Slow Smooth"
- ]
- 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
- 128: "Small Radius" : 0
- 256: "Medium Radius" : 0
- 512: "Large Radius" : 1
- ]
- _minlight(integer) : "_minlight"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
- dmg(integer) : "Damage inflicted when blocked" : 0
- ]
-
- @SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
- [
- bullet(choices) : "Bullets" : 0 =
- [
- 0: "None"
- 1: "9mm"
- 2: "MP5"
- 3: "12mm"
- ]
- ]
-
- @SolidClass = func_tankcontrols : "Tank controls"
- [
- target(target_destination) : "Tank entity name"
- ]
-
- @SolidClass base(BaseTank) = func_tanklaser : "Brush Laser Turret"
- [
- laserentity(target_source) : "env_laser Entity"
- ]
-
- @SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret" []
-
-
- @SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
- [
- iMagnitude(Integer) : "Explosion Magnitude" : 100
- ]
-
- @SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Trackchange) = func_trackchange : "Train track changing platform"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, Global, RenderFields) = func_tracktrain : "Track Train"
- [
- spawnflags(flags) =
- [
- 1 : "No Pitch (X-rot)" : 0
- 2 : "No User Control" : 0
- 8 : "Passable" : 0
- ]
- target(target_destination) : "First stop target"
- sounds(choices) : "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"
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass = func_traincontrols : "Train Controls"
- [
- target(target_destination) : "Train Name"
- ]
-
- @SolidClass base(Targetname, Global, RenderFields) = func_train : "Moving platform"
- [
- target(target_source) : "First stop target"
- 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"
- ]
- speed(integer) : "Speed (units per second)" : 64
- dmg(integer) : "Damage on crush" : 0
- skin(integer) : "Contents" : 0
- volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
- spawnflags(flags) =
- [
- 8 : "Not solid" : 0
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Targetname, Appearflags, RenderFields, Global) = func_wall : "Wall"
- [
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Invisible" : 0
- ]
- ]
-
- @SolidClass base(Door) = 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" : "3.2"
- ]
-
- //
- // game entities (requires Half-Life 1.0.0.9)
- //
-
- @PointClass base(Targetname, Targetx) = game_counter : "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) = 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) = game_end : "End this multiplayer game"
- [
- master(string) : "Master"
- ]
-
- @PointClass base(Targetname) = game_player_equip : "Initial player equipment"
- [
- spawnflags(flags) =
- [
- 1: "Use Only" : 0
- ]
- master(string) : "Team Master"
- ]
-
- @PointClass base(Targetname) = 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) = game_score : "Award/Deduct Points"
- [
- spawnflags(flags) =
- [
- 1: "Allow Negative" : 0
- 2: "Team Points" : 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) = game_team_set : "Sets team of team_master"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- master(string) : "Master"
- ]
-
- @PointClass base(Targetname, Target) = 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) = 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"
- [
- 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" : ""
- ]
-
- @PointClass base(Target) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
-
- @PointClass base(Targetname) = info_landmark : "Transition Landmark" []
-
- @PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node"
- [
- hinttype(choices) : "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 Decal"
- 11: "World: Alien Blood Decal"
-
- 300: "Stuka: Ceiling Perch"
- 301: "Stuka: Landing spot"
- ]
- activity(choices) : "Activity" : 0 =
- [
- 0: "None"
- 35: "Eat"
- 45: "Inspect Ground"
- 46: "Inspect Wall"
- ]
- ]
-
- @PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []
-
- @PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
-
- @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
- @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start"
- [
- target(target_destination) : "Target"
- master(string) : "Master"
- ]
- @PointClass base(PlayerClass) = info_player_start : "Player 1 start" []
-
- @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
- @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
-
- //
- // items
- //
-
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_healthkit : "Small Health Kit" []
-
- @PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_suit : "HEV Suit"
- [
- spawnflags(Flags) =
- [
- 1 : "Short Logon" : 0
- ]
- ]
-
- //
- // lights
- //
-
- @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
-
- @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target) = light_spot : "Spotlight"
- [
- _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 ]
- 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 iconsprite("sprites/lightbulb.spr") = light_environment : "Environment"
- [
- pitch(integer) : "Pitch" : 0
- _light(color255) : "Brightness" : "255 255 128 200"
- ]
-
- @SolidClass base(Door) = momentary_door : "Momentary/Continuous door"
- [
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- ]
- ]
-
- @SolidClass base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control"
- [
- target(target_destination) : "Targetted object"
- speed(integer) : "Speed" : 50
- master(string) : "Master"
- 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(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 16) = 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"
- [
- model(studio) : "model"
-
- ]
- @PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
- [
- spawnflags(Flags) =
- [
- 4 : "Not solid" : 0
- ]
- model(studio) : "model"
- body(Integer) : "Body" : 0
- ]
- @PointClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade" []
- @PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_leech : "Leech" []
- @PointClass base(Monster) size(-16 -16 -32, 16 16 32) = 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(-6 -6 0, 6 6 6) = monster_rat : "Rat (no ai?)" []
- @PointClass base(Weapon,Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge" []
- @PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun"
- [
- spawnflags(Flags) =
- [
- 32 : "Autostart" : 0
- 64 : "Start Inactive" : 0
- ]
- ]
- @PointClass base(Monster) = monster_tripmine : "Active Tripmine"
- [
- spawnflags(Flags) =
- [
- 1 : "Instant On" : 1
- ]
- ]
- @PointClass base(Monster) size(-32 -32 -32, 32 32 32) = 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(Targetname) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
- [
- target(string) : "Target On Release"
- monstertype(string) : "Monster Type"
- netname(string) : "Childrens' Name"
- spawnflags(Flags) =
- [
- 1 : "Start ON" : 0
- // 2 : "PVS On/Off" : 0 // not implemented
- 4 : "Cyclic" : 0
- 8 : "MonsterClip" : 0
- ]
- skin(choices) : "UW clothing" : 0 =
- [
- 0 : "Neutral"
- 1 : "Team colors"
- ]
-
- // how many monsters the monstermaker can create (-1 = unlimited)
- monstercount(integer) : "Number of Monsters" : -1
-
- // if delay is -1, new monster will be made when last monster dies.
- // else, delay is how often (seconds) a new monster will be dookied out.
- delay(string) : "Frequency" : "5"
-
- // maximum number of live children allowed at one time. (New ones will not be made until one dies)
- // -1 no limit
- m_imaxlivechildren(integer) : "Max live children" : 5
- ]
-
- @PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager"
- [
- spawnflags(Flags) =
- [
- 1 : "multithreaded" : 0
- ]
- ]
-
- @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
- [
- globalstate(string) : "Global State Master"
- ]
-
- @PointClass base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
- [
- 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) : "New Train Speed" : 0
- yaw_speed(integer) : "New Train rot. Speed" : 0
- angles(string) : "X Y Z angles"
- ]
-
- @PointClass base(Targetname) 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"
- 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(-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"
- ]
-
- @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []
-
- @PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = 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 Type"
- duration(string) : "Sentence Time" : "3"
- radius(integer) : "Search Radius" : 512
- refire(string) : "Delay Before Refire" : "3"
- listener(string) : "Listener Type"
- volume(string) : "Volume 0-10" : "10"
- attenuation(Choices) : "Sound Radius" : 0 =
- [
- 0 : "Small Radius"
- 1 : "Medium Radius"
- 2 : "Large Radius"
- 3 : "Play Everywhere"
- ]
- ]
-
- @PointClass base(Targetname, Targetx) 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" : ""
- m_iszIdle(string) : "Idle Animation" : ""
- 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"
- [
- 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"
- targetname(target_source) : "Target 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
- //
-
- @PointClass base(Targetx) = trigger_auto : "AutoTrigger"
- [
- 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"
- [
- 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"
- [
- health(choices) : "Track #" : -1 =
- [
- -1 : "Stop"
- 1 : "Track 1"
- 2 : "Track 2"
- 3 : "Track 3"
- 4 : "Track 4"
- 5 : "Track 5"
- 6 : "Track 6"
- 7 : "Track 7"
- 8 : "Track 8"
- 9 : "Track 9"
- 10 : "Track 10"
- 11 : "Track 11"
- 12 : "Track 12"
- 13 : "Track 13"
- 14 : "Track 14"
- 15 : "Track 15"
- 16 : "Track 16"
- 17 : "Track 17"
- 18 : "Track 18"
- 19 : "Track 19"
- 20 : "Track 20"
- 21 : "Track 21"
- 22 : "Track 22"
- 23 : "Track 23"
- 24 : "Track 24"
- 25 : "Track 25"
- 26 : "Track 26"
- 27 : "Track 27"
- 28 : "Track 28"
- 29 : "Track 29"
- 30 : "Track 30"
- ]
- ]
-
- @SolidClass = 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(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
- [
- m_iszNewTarget(string) : "New Target"
- ]
-
- @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
- [
- spawnflags(flags) =
- [
- 1 : "No Message" : 0
- ]
- master(string) : "Master"
- count(integer) : "Count before activation" : 2
- ]
-
- @SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
- [
- section(string) : "Section"
- spawnflags(flags) =
- [
- 1: "USE Only" : 0
- ]
- ]
-
- @SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
- [
- gravity(integer) : "Gravity (0-1)" : 1
- ]
-
- @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
- [
- 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"
- damagetype(choices) : "Damage Type" : 0 =
- [
- 0 : "GENERIC"
- 1 : "CRUSH"
- 2 : "BULLET"
- 4 : "SLASH"
- 8 : "BURN"
- 16 : "FREEZE"
- 32 : "FALL"
- 64 : "BLAST"
- 128 : "CLUB"
- 256 : "SHOCK"
- 512 : "SONIC"
- 1024 : "ENERGYBEAM"
- 16384: "DROWN"
- 32768 : "PARALYSE"
- 65536 : "NERVEGAS"
- 131072 : "POISON"
- 262144 : "RADIATION"
- 524288 : "DROWNRECOVER"
- 1048576 : "CHEMICAL"
- 2097152 : "SLOWBURN"
- 4194304 : "SLOWFREEZE"
- ]
- ]
-
- @SolidClass = trigger_monsterjump : "Trigger monster jump"
- [
- master(string) : "Master"
- speed(integer) : "Jump Speed" : 40
- height(integer) : "Jump Height" : 128
- ]
-
- @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
- [
- wait(integer) : "Delay before reset" : 10
- ]
-
- @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
-
- @SolidClass base(Trigger) = trigger_push : "Trigger player push"
- [
- spawnflags(flags) =
- [
- 1: "Once Only" : 0
- 2: "Start Off" : 0
- ]
- speed(integer) : "Speed of push" : 40
- ]
-
- @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay"
- [
- spawnflags(flags) =
- [
- 1: "Remove On fire" : 0
- ]
- triggerstate(choices) : "Trigger State" : 0 =
- [
- 0: "Off"
- 1: "On"
- 2: "Toggle"
- ]
- ]
-
- @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
-
- @SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
-
- //
- // weapons
- //
-
- @PointClass base(Weapon, Targetx) = weapon_shotgun : "Shotgun" []
- @PointClass base(Weapon, Targetx) = weapon_handgrenade : "Handgrenade Ammo" []
- @PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = 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) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" []
- @PointClass base(Targetname, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
- [
- spawnflags(Flags) =
- [
- 1 : "Sync Movement" : 0
- ]
- ]
- @PointClass base(Targetname, RenderFields) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" []
- @PointClass base(Targetname, RenderFields) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" []
- @PointClass base(Targetname, RenderFields) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" []
- @PointClass base(Targetname, RenderFields) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" []
-
- //
- // Underworld
- //
-
- @PointClass base(PlayerClass) = uw_player_vamp : "Vamp Start" []
- @PointClass base(PlayerClass) = uw_player_lycan : "Lycan Start" []
- @PointClass base(PlayerClass) = uw_player_view : "Player View" []
- @SolidClass base(Trigger) = uw_vamp_multiple : "Vamp Trigger: Activate multiple"
- [
- wait(integer) : "Delay before reset" : 10
- ]
- @SolidClass base(Trigger) = uw_lycan_multiple : "Lycan Trigger: Activate multiple"
- [
- wait(integer) : "Delay before reset" : 10
- ]
- @SolidClass base(Trigger) = uw_trigger_vamp : "Hybrid Capture by Vamps" []
- @SolidClass base(Trigger) = uw_trigger_lycan : "Hybrid Capture by Lycans" []
- @SolidClass base(Trigger) = uw_trigger_va_escape : "Hybrid Evacuated by Vamps" []
- @SolidClass base(Trigger) = uw_trigger_ly_escape : "Hybrid Evacuated by Lycans" []
- @SolidClass base(Trigger) = uw_trigger_va_capture : "Hybrid Captured by Vamps" []
- @SolidClass base(Trigger) = uw_trigger_ly_capture : "Hybrid Captured by Lycans" []
- @SolidClass base(Trigger) = uw_trigger_va_rescue : "Hybrid Rescued by Vamps"
- [
- spawnflags(flags) =
- [
- 1: "Monsters" : 0
- 2: "No Clients" : 0
- 4: "Pushables": 0
- 8: "UW End Game" : 0
- ]
- ]
- @SolidClass base(Trigger) = uw_trigger_ly_rescue : "Hybrid Rescued by Lycans"
- [
- spawnflags(flags) =
- [
- 1: "Monsters" : 0
- 2: "No Clients" : 0
- 4: "Pushables": 0
- 8: "UW End Game" : 0
- ]
- ]
- @PointClass base(Weapon, Targetx) = ammo_m4 : "Sniper Ammo" []
- @PointClass base(Weapon, Targetx) = weapon_star : "Throwing Stars" []
- @PointClass base(Weapon, Targetx) = weapon_spider : "Spiders" []
- @PointClass base(Weapon, Targetx) = weapon_lightning : "Lightning Gun" []
- @PointClass base(Weapon, Targetx) = ammo_lightning : "Lightning Ammo" []
- @PointClass base(Weapon, Targetx) = weapon_vulcan : "Vulcan" []
- @SolidClass base(Door) = uw_vamp_door : "Vamp door" []
- @SolidClass base(Door) = uw_lycan_door : "Lycan door" []
- @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = uw_monster_michael : "Victim Human"
- [
- skin(choices) : "UW clothing" : 0 =
- [
- 0 : "Neutral"
- 1 : "Team colors"
- ]
- ]
- @PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = uw_monster_hybrid : "Victim Hybrid"
- [
- skin(choices) : "UW clothing" : 0 =
- [
- 0 : "Neutral"
- 1 : "Team colors"
- ]
- ]
-
- @SolidClass base(Global,Targetname, Target, RenderFields) = uw_vamp_button : "Vamp Button"
- [
- message(string) : "Message"
- speed(integer) : "Speed" : 5
- target(target_destination) : "Targetted object"
- netname(target_destination) : "Target Path"
- health(integer) : "Health (shootable if > 0)"
- lip(integer) : "Lip"
- master(string) : "Master"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 11: "Buzz Off"
- 14: "Lightswitch"
- ]
- wait(integer) : "delay before reset (-1 stay)" : 3
- delay(string) : "Delay before trigger" : "0"
- spawnflags(flags) =
- [
- 1: "Don't move" : 0
- 32: "Toggle" : 0
- 64: "Sparks" : 0
- 256:"Touch Activates": 0
- ]
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0: "None"
- 2: "Access Denied"
- 8: "Small zap"
- 10: "Buzz"
- 11: "Buzz Off"
- 12: "Latch Locked"
- ]
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 13: "Latch Unlocked"
- 14: "Lightswitch"
- ]
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied"
- 2: "Security Lockout"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance Door"
- 9: "Broken Shut Door"
- ]
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted"
- 2: "Security Disengaged"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance area"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
- @SolidClass base(Global,Targetname, Target, RenderFields) = uw_lycan_button : "Lycan Button"
- [
- message(string) : "Message"
- speed(integer) : "Speed" : 5
- target(target_destination) : "Targetted object"
- netname(target_destination) : "Target Path"
- health(integer) : "Health (shootable if > 0)"
- lip(integer) : "Lip"
- master(string) : "Master"
- sounds(choices) : "Sounds" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 2: "Access Denied"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 11: "Buzz Off"
- 14: "Lightswitch"
- ]
- wait(integer) : "delay before reset (-1 stay)" : 3
- delay(string) : "Delay before trigger" : "0"
- spawnflags(flags) =
- [
- 1: "Don't move" : 0
- 32: "Toggle" : 0
- 64: "Sparks" : 0
- 256:"Touch Activates": 0
- ]
- locked_sound(choices) : "Locked Sound" : 0 =
- [
- 0: "None"
- 2: "Access Denied"
- 8: "Small zap"
- 10: "Buzz"
- 11: "Buzz Off"
- 12: "Latch Locked"
- ]
- unlocked_sound(choices) : "Unlocked Sound" : 0 =
- [
- 0: "None"
- 1: "Big zap & Warmup"
- 3: "Access Granted"
- 4: "Quick Combolock"
- 5: "Power Deadbolt 1"
- 6: "Power Deadbolt 2"
- 7: "Plunger"
- 8: "Small zap"
- 9: "Keycard Sound"
- 10: "Buzz"
- 13: "Latch Unlocked"
- 14: "Lightswitch"
- ]
- locked_sentence(choices) : "Locked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Denied"
- 2: "Security Lockout"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance Door"
- 9: "Broken Shut Door"
- ]
- unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
- [
- 0: "None"
- 1: "Gen. Access Granted"
- 2: "Security Disengaged"
- 3: "Blast Door"
- 4: "Fire Door"
- 5: "Chemical Door"
- 6: "Radiation Door"
- 7: "Gen. Containment"
- 8: "Maintenance area"
- ]
- _minlight(string) : "Minimum light level"
- ]
-
-