angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
]
@BaseClass = Origin
[
origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."
]
@BaseClass = Studiomodel
[
model(studio) : "World Model"
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
disableshadows(choices) : "Disable Shadows" : 0 : "Used to disable dynamic shadows on this entity." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input Skin(integer) : "Changes the model skin to the specified number."
input DisableShadow(void) : "Turn shadow off."
input EnableShadow(void) : "Turn shadow on."
input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
// Outputs
output OnIgnite(void) : "Fired when this object catches fire."
]
@BaseClass = BasePlat
[
input Toggle(void) : "Toggles the platform's state."
input GoUp(void) : "Tells the platform to go up."
input GoDown(void) : "Tells the platform to go down."
]
@BaseClass = Targetname
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
// Inputs
input Kill(void) : "Removes this entity from the world."
input KillHierarchy(void) : "Removes this entity and all its children from the world."
input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care."
input FireUser1(void) : "Causes this entity's OnUser1 output to be fired."
input FireUser2(void) : "Causes this entity's OnUser2 output to be fired."
input FireUser3(void) : "Causes this entity's OnUser3 output to be fired."
input FireUser4(void) : "Causes this entity's OnUser4 output to be fired."
// Outputs
output OnUser1(void) : "Fired in response to FireUser1 input."
output OnUser2(void) : "Fired in response to FireUser2 input."
output OnUser3(void) : "Fired in response to FireUser3 input."
output OnUser4(void) : "Fired in response to FireUser4 input."
]
@BaseClass = Parentname
[
parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
// Inputs
input SetParent(string) : "Changes the entity's parent in the movement hierarchy."
input SetParentAttachment(string) : "Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment."
input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached."
input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently."
]
@BaseClass = BaseBrush
[
// Inputs
input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead."
input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead."
]
@BaseClass = EnableDisable
[
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
// Inputs
input Enable(void) : "Enable this entity."
input Disable(void) : "Disable this entity."
]
@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)"
23: "Cull By Distance (TEST)"
24: "Spotlight FX"
26: "Fade Near"
]
]
@BaseClass = Shadow
[
disableshadows(choices) : "Disable shadows" : 0 =
[
0 : "No"
1 : "Yes"
]
input DisableShadow(void) : "Turn shadow off."
input EnableShadow(void) : "Turn shadow on."
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
7: "Additive Fractional Frame"
9: "World Space Glow"
10: "Dont Render"
]
renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
input Alpha(integer) : "Set the sprite's alpha (0 - 255)."
input Color(color255) : "Set the sprite's color (R G B)."
]
// Inherit from this to get the ability to only include an object in a range of dx levels.
// NOTE!!: MAKE SURE THAT YOU DON'T USE THIS WITH ANYTHING THAT WILL BREAK SAVE-GAMES SWITCHING
// BETWEEN DXLEVELS!!!!
@BaseClass = DXLevelChoice
[
mindxlevel(choices) : "Minimum DX Level" : 0 =
[
0 : "default (lowest)"
70 : "dx7"
]
maxdxlevel(choices) : "Maximum DX Level" : 0 =
[
0 : "default (highest)"
60 : "dx6"
]
]
@BaseClass = Inputfilter
[
InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
[
0 : "Allow all inputs"
8 : "Ignore Touch/Untouch"
16 : "Ignore Use"
32 : "Ignore All"
]
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name" : "" : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state."
]
@BaseClass base(Targetname) = EnvGlobal :
"An entity to control a global game state."
[
initialstate(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
]
spawnflags(flags) =
[
1 : "Set Initial State" : 0
]
// Inputs
input TurnOn(void) : "Set state of global to ON."
input TurnOff(void) : "Set state of global to OFF."
input Toggle(void) : "Toggles state of global between ON and OFF."
input Remove(void) : "Set state of global to DEAD."
]
@BaseClass = DamageFilter
[
damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us."
input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter."
]
@BaseClass = ResponseContext
[
// Inputs
input AddContext(string) : "Adds a context to this entity's list of response contexts. The format should be 'key:value'."
input RemoveContext(string) : "Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context."
input ClearContext(void) : "Removes all contexts in this entity's list of response contexts."
// Pre-defined contexts at server startup time (set by mapper)
ResponseContext(string) : "Response Contexts" : "" : "Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system."
ExplodeDamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'."
ExplodeRadius(float) : "Explosion Radius" : 0 : "If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'."
PerformanceMode(choices) : "Performance Mode" : 0 : "Used to limit the amount of gibs produced when this entity breaks, for performance reasons." =
[
0 : "Normal"
1 : "No Gibs"
2 : "Full Gibs on All Platforms"
]
// Inputs
input Break(void) : "Breaks the breakable."
input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the physcannon."
input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the physcannon."
// Outputs
output OnBreak(void) : "Fired when this breakable breaks."
output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
output OnPhysCannonDetach(void) : "Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using."
output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using."
output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing."
output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing."
output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using."
propdata(choices) : "Prop Data" : 0 : "Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies." =
[
0 : "None"
1 : "Wooden.Tiny"
2 : "Wooden.Small"
3 : "Wooden.Medium"
4 : "Wooden.Large"
5 : "Wooden.Huge"
6 : "Metal.Small"
7 : "Metal.Medium"
8 : "Metal.Large"
9 : "Cardboard.Small"
10 : "Cardboard.Medium"
11 : "Cardboard.Large"
12 : "Stone.Small"
13 : "Stone.Medium"
14 : "Stone.Large"
15 : "Stone.Huge"
16 : "Glass.Small"
17 : "Plastic.Small"
18 : "Plastic.Medium"
19 : "Plastic.Large"
20 : "Pottery.Small"
21 : "Pottery.Medium"
22 : "Pottery.Large"
23 : "Pottery.Huge"
24 : "Glass.Window"
]
health(integer) : "Strength" : 1 : "Number of points of damage to take before breaking. 0 means don't break."
material(choices) :"Material Type" : 0 : "Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken." =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "CinderBlock"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
explosion(choices) : "Gibs Direction" : 0 : "Used to decide which direction to throw gibs when broken." =
[
0: "Random"
1: "Relative to Attack"
2: "Use Precise Gib Dir"
]
gibdir(angle) : "Precise Gib Direction" : "0 0 0" : "Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!"
nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =
[
0: "No"
1: "Yes"
]
// Inputs
input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
gibmodel(string) : "Gib Model" : "" : "Used by HL1Port to specify a custom gib model to break into, overriding the 'Material Type'."
spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." =
[
1: "item_battery"
2: "item_healthkit"
3: "item_ammo_pistol"
4: "item_ammo_pistol_large"
5: "item_ammo_smg1"
6: "item_ammo_smg1_large"
7: "item_ammo_ar2"
8: "item_ammo_ar2_large"
9: "item_box_buckshot"
10: "item_flare_round"
11: "item_box_flare_rounds"
12: "item_ml_grenade"
13: "item_smg1_grenade"
14: "item_box_sniper_rounds"
15: "unused1"
16: "weapon_stunstick"
17: "weapon_ar1"
18: "weapon_ar2"
19: "unused2"
20: "weapon_ml"
21: "weapon_smg1"
22: "weapon_smg2"
23: "weapon_slam"
24: "weapon_shotgun"
25: "weapon_molotov"
26: "item_dynamic_resupply"
]
explodemagnitude(integer) : "Explode Magnitude" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage."
pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
]
@BaseClass base(Breakable) = BreakableProp
[
spawnflags(flags) =
[
16 : "Break on Touch" : 0
32 : "Break on Pressure" : 0
]
pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."
target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning."
squadname(String) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
hintgroup(String) : "Hint Group" : "" : "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
hintlimiting(choices) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation." =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) =
[
1 : "Wait Till Seen" : 0
2 : "Gag (No IDLE sounds until angry)" : 0
4 : "Fall to ground (unchecked means *teleport* to ground)" : 1
2048: "Template NPC (used by npc_maker, will not spawn)" : 0
4096: "Do Alternate collision for this NPC (player avoidance)" : 0
8192: "Don't drop weapons" : 0
16384 : "Ignore player push (dont give way to player)" : 0
]
//initialidle(string) : "Initial Idle Activity" :: "Activity the NPC should use to idle until becomes alert"
sleepstate(choices) : "Sleep State" : 0 : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0 : "None"
1 : "Waiting for threat"
2 : "Waiting for PVS"
3 : "Waiting for input, ignore PVS"
4 : "Auto PVS"
5 : "Auto PVS after PVS"
]
wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"
wakesquad(choices) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken" =
[
0 : "No"
1 : "Yes"
]
physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics."
// Outputs
output OnDamaged(void) : "Fired when this NPC takes damage."
output OnDeath(void) : "Fired when this NPC is killed."
output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health."
output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)."
output OnHearPlayer(void) : "Fired when this NPC hears the player."
output OnHearCombat(void) : "Fired when this NPC hears combat sounds."
output OnFoundEnemy(string) : "Fired when this NPC establishes line of sight to its enemy (outputs entity)."
output OnLostEnemyLOS(void) : "Fired when this NPC loses line of sight to its enemy."
output OnLostEnemy(void) : "Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."
output OnFoundPlayer(string) : "Fired when this NPC establishes line of sight to its enemy, and that enemy is a player (outputs player entity)."
output OnLostPlayerLOS(void) : "Fired when this NPC loses line of sight to its enemy, and that enemy is a player."
output OnLostPlayer(void) : "Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy."
output OnDamagedByPlayer(void) : "Fired when this NPC is hurt by a player."
output OnDamagedByPlayerSquad(void) : "Fired when this NPC is hurt by a player OR by one of the player's squadmates."
output OnDenyCommanderUse(void) : "Fired when this NPC has refused to join the player's squad."
output OnSleep(void) : "Fired when this NPC enters a sleep state."
output OnWake(void) : "Fired when this NPC comes out of a sleep state."
output OnForcedInteractionAborted(void) : "Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc)"
output OnForcedInteractionFinished(void) : "NPCs in actbusies can no longer perform dynamic interactions."
// Inputs
input SetRelationship(string) : "Changes this entity's relationship with another entity or class. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>"
input SetHealth(integer) : "Set this NPC's health."
input SetBodyGroup(integer) : "HACK: Sets this NPC's body group (from 0 - n). You'd better know what you are doing!"
input physdamagescale(float) : "Sets the value that scales damage energy when this character is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility."
input Ignite(void) : "Ignite, burst into flames"
input Break(void) : "Break, smash into pieces"
input StartScripting(void) : "Enter scripting state. In this state, NPCs ignore a variety of stimulus that would make them break out of their scripts: They ignore danger sounds, ignore +USE, don't idle speak or respond to other NPC's idle speech, and so on."
input Assault(string) : "Start an assault. Parameter passed in should be the name of the rally point."
input SetSquad(string) : "Set the name of this NPC's squad. It will be removed from any existing squad automatically. Leaving the parameter blank will remove the NPC from any existing squad."
input Wake(void) : "Wakes up the NPC if it is sleeping."
input ForgetEntity(string) : "Clears out the NPC's knowledge of a named entity."
input GagEnable(void) : "Turn on the NPC Gag flag. NPC won't speak outside of choreographed scenes."
input GagDisable(void) : "Turn off the NPC Gag flag."
input IgnoreDangerSounds(float) : "Ignore danger sounds for the specified number of seconds."
input HolsterWeapon(void) : "Force the NPC to holster their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already holstered, or if the NPC doesn't use weapons."
input HolsterAndDestroyWeapon(void) : "Identical to HolsterWeapon, except the weapon is destroyed once it has been holstered and concealed."
input UnholsterWeapon(void) : "Force the NPC to draw their weapon. Ignored if the NPC is scripting, if the NPC's weapon is already drawn, or if the NPC doesn't use weapons."
input ForceInteractionWithNPC(string) : "Force the NPC to use a dynamic interaction with another NPC. Parameter format: <target NPC name> <dynamic interaction name>"
input UpdateEnemyMemory(string) : "Update (or Create) this NPC's memory of an enemy and its location"
"NPC Spawn Destination. (Consult npc_template_maker help for more info)"
[
ReuseDelay(float) : "Reuse Delay" : 1 : "After an NPC is spawned at this destination, the delay before this destination is eligible for selection again."
RenameNPC(string) : "New NPC Name" : "" : "If an NPC spawns at this destination, change that NPC's targetname to this."
// Outputs
output OnSpawnNPC(void) : "Fired when an NPC spawns at this destination."
// Only in npc__maker, npc_template_maker uses flag from template NPC
16 : "Fade Corpse" : 0
32 : "Infinite Children" : 0
64 : "Do Not Drop" : 0
128 : "Don't Spawn While Visible" : 0
]
MaxNPCCount(integer) : "Num. of NPCs" : 1 : "Number of NPCs that will spawn before this spawner is exhausted."
SpawnFrequency(string) : "Frequency" : "5" : "How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies."
MaxLiveChildren(integer) : "Max Live NPCs" : 5 : "Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied."
// Outputs
output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC."
output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)."
output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died."
output OnAllLiveChildrenDead(void) : "Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled)."
// Inputs
input Spawn(void) : "Spawns an NPC."
input Toggle(void) : "Toggles the spawner enabled/disabled state."
input Enable(void) : "Enables the spawner."
input Disable(void) : "Disables the spawner."
input AddMaxChildren(integer) : "Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input."
input SetMaxChildren(integer) : "Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input."
input SetMaxLiveChildren(integer) : "Sets the maximum number of NPCs that can be alive at any one time from this spawner."
input SetSpawnFrequency(float) : "Sets how often (in seconds) a new NPC will be spawned."
"An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points."
[
spawnflags(Flags) =
[
256 : "Always use radius spawn" : 0
512 : "Don't preload template models" : 0
]
TemplateName(target_destination) : "Name of template NPC" : "" : "Template NPC that this maker should be creating clones of."
Radius(float) : "Radius" : 256 : "Radius around this maker within which NPCs are to be placed. Spawned NPCs will try and find empty space within this radius to spawn."
DestinationGroup(target_destination) : "Name of Destination Group" : : "If you'd like spawned NPCs to be created at an info_npc_spawn_destination entity, enter the name of that entity here. If you have more than one destination entity by that name, the Destination Criteria will be used to select one from the group."
CriterionVisibility(Choices) : "Dest. Criterion: Visible to player?" : 2 : "Should the NPC try to spawn at a destination that the player can see? Only applicable if a Destination Group is being used." =
[
0 : "Yes"
1 : "No"
2 : "Don't Care"
]
CriterionDistance(Choices) : "Dest. Criterion: Distance to player?" : 2 : "Should the NPC try to spawn nearest to or farthest from the player's current location? Only applicable if a Destination Group is being used." =
[
0 : "Nearest"
1 : "Farthest"
2 : "Don't Care"
]
MinSpawnDistance(integer) : "Minimum spawn distance from player" : 0 : "The spawn destination node distance to the player will have to be further or equal than this value."
//Inputs
input SpawnNPCInRadius(void) : "Spawn an NPC somewhere within the maker's radius."
input SpawnNPCInLine(void) : "Spawn an NPC somewhere within a line behind the maker."
input ChangeDestinationGroup(string) : "Switch to a different set of Destination entities."
input SetMinimumSpawnDistance(integer) : "Set the minimum spawn distance from player to destination node."
]
@BaseClass base( BaseNPC ) = BaseHelicopter
[
InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned."
target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning."
// Inputs
input MoveTopSpeed(void) : "The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal."
input ChangePathCorner(target_destination) : "Tell the helicopter to move to a path corner on a new path."
input SelfDestruct(void) : "Self Destruct."
input Activate(void) : "Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on."
input SetTrack(target_destination) : "Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path."
input FlyToSpecificTrackViaPath(target_destination) : "The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point."
input StartPatrol(void) : "Start patrolling back and forth along the current track."
input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward."
input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range."
input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy."
input StartBreakableMovement(void) : "The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy."
input StopBreakableMovement(void) : "The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy."
spawnflags(Flags) =
[
// AWAIT INPUT will make the helicopter spawn disabled, awaiting
pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
_constant_attn(string) : "Constant" : "0"
_linear_attn(string) : "Linear" : "0"
_quadratic_attn(string) : "Quadratic" : "1"
_fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters."
_zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
// Inputs
input TurnOn(void) : "Turn the light on."
input TurnOff(void) : "The the light off."
input Toggle(void) : "Toggle the light's current state."
input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light."
]
@BaseClass = Node
[
nodeid(integer) readonly : "Node ID"
]
@BaseClass base(Node) = HintNode
[
hinttype(choices) : "Hint" : 0 =
[
0 : "None"
2: "World: Window"
12: "World: Act Busy Hint"
13: "World: Visually Interesting"
14: "World: Visually Interesting (Don't aim at)"
15: "World: Inhibit Combine Mines within 15 feet"
16: "World: Visually Interesting (Stealth mode)"
100: "Crouch Cover Medium"
101: "Crouch Cover Low"
102: "Waste Scanner Spawn"
103: "Entrance / Exit Pinch"
// 104: "Guard Point"
105: "Enemy Disadvantage Point"
106: "Health Kit"
400: "Antlion: Burrow Point"
401: "Antlion: Thumper Flee Point"
450: "Headcrab: Burrow Point"
451: "Headcrab: Exit Pod Point"
500: "Roller: Patrol Point"
501: "Roller: Cleanup Spot"
700: "Crow: Fly to point"
701: "Crow: Perch point"
900: "Follower: Wait point"
901: "Override jump permission"
902: "Player squad transition point"
903: "NPC exit point"
904: "Strider node"
950: "Player Ally: Push away destination"
1000: "HL1 World: Machinery"
1001: "HL1 World: Blinking Light"
1002: "HL1 World: Human Blood"
1003: "HL1 World: Alien Blood"
// 1100: "CS Hostage: Escape Point"
]
hintactivity(string) : "Hint Activity" : "" : "Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node."
nodeFOV(choices) : "Node FOV" : 180 : "Imagine this node requires that an NPC be in the node's field of view in order to use this hint." =
[
45 : "45 Degrees"
90 : "90 Degrees"
180 : "180 Degrees"
360 : "360 Degrees"
]
// Does not inherit from EnableDisable, as node itself will
// use that. This is enabling/disabling of the hint only
StartHintDisabled(choices) : "Start Hint Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
Group(string) : "Hint Group" : "" : "If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group."
TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any."
IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." =
[
0 : "No"
1 : "Yes"
2 : "Default"
]
MinimumState(choices) : "Minimum State" : 1 : "Require an NPC have a minimum state to use the hint." =
[
1 : "Idle"
2 : "Alert"
3 : "Combat"
]
MaximumState(choices) : "Maximum State" : 3 : "Require an NPC have a maximum state to use the hint." =
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
// Inputs
input Toggle(void) : "Toggles this trigger between enabled and disabled states."
// Outputs
output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire."
output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts."
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts." =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
maxoccludeearea(float) : "Max occludee area" : "0" : "Prevents occlusion testing for entities that take up more than X% of the screen."
minoccluderarea(float) : "Min occluder area" : "0" : "Prevents this occluder from being used if it takes up less than X% of the screen."
maxpropscreenwidth(float) : "Start Fade Pixels" : -1 : "Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified."
minpropscreenwidth(float) : "End Fade Pixels" : 0 : "Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified."
detailvbsp(string) : "Detail.vbsp file" : "detail.vbsp" : "Detail.vbsp file to use for emitting detail props (found in directory <root>/modname)"
detailmaterial(string) : "Detail material file" : "detail/detailsprites" : "Material for detail sprites to use for drawing detail props"
"This is the world entity. Each map can only contain one, and it's automatically created for you."
[
]
@PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere() = ambient_generic : "Universal ambient sound. Use it to play and control a single sound."
[
message(sound) : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
health(integer) : "Volume" : 10 : "Sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
spawnflags(flags) =
[
1: "Play everywhere" : 0
16:"Start Silent": 1
32:"Is NOT Looped": 1
]
SourceEntityName(target_destination) : "SourceEntityName" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."
// Inputs
input Pitch(integer) : "Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch."
input PlaySound(void) : "Starts the sound."
input StopSound(void) : "Stops the sound if it is playing."
input ToggleSound(void) : "Toggles the sound between playing and stopping."
input Volume(integer) : "Sets the sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds."
input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds."
]
@SolidClass base(Targetname) = func_lod :
"Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons."
[
DisappearDist(integer) : "Disappear Distance" : 2000 : "Distance at which these brushes should fade out."
Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." =
[
0: "Solid"
1: "Nonsolid"
]
]
@PointClass base(Targetname) = env_zoom :
"An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc."
[
Rate(float) : "Seconds to reach target" : "1.0" : "Amount of time it should take to reach the specified FOV."
FOV(integer) : "Target FOV" : 75 : "FOV that this entity should set the player's FOV to when active."
// Inputs
input Zoom(void) : "Start controlling the player's FOV."
input UnZoom(void) : "Stop controlling the player's FOV."
spawnflags(flags) =
[
1: "Allow Suit Zoom" : 0
]
]
@PointClass base(Targetname) = env_screenoverlay:
"An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc."
[
OverlayName1(string) : "Overlay Name 1" : "" : "Name of the first overlay material to display."
OverlayTime1(float) : "Overlay Duration 1" : "1.0" : "Amount of time that the first overlay should be displayed for, after which it will begin showing the second overlay."
OverlayName2(string) : "Overlay Name 2" : "" : "Name of the second overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime2(float) : "Overlay Duration 2" : "1.0" : "Amount of time that the second overlay should be displayed for, after which it will begin showing the third overlay."
OverlayName3(string) : "Overlay Name 3" : "" : "Name of the third overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime3(float) : "Overlay Duration 3" : "1.0" : "Amount of time that the third overlay should be displayed for, after which it will begin showing the fourth overlay."
OverlayName4(string) : "Overlay Name 4" : "" : "Name of the fourth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime4(float) : "Overlay Duration 4" : "1.0" : "Amount of time that the fourth overlay should be displayed for, after which it will begin showing the fifth overlay."
OverlayName5(string) : "Overlay Name 5" : "" : "Name of the fifth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime5(float) : "Overlay Duration 5" : "1.0" : "Amount of time that the fifth overlay should be displayed for, after which it will begin showing the sixth overlay."
OverlayName6(string) : "Overlay Name 6" : "" : "Name of the sixth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime6(float) : "Overlay Duration 6" : "1.0" : "Amount of time that the sixth overlay should be displayed for, after which it will begin showing the seventh overlay."
OverlayName7(string) : "Overlay Name 7" : "" : "Name of the seventh overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime7(float) : "Overlay Duration 7" : "1.0" : "Amount of time that the seventh overlay should be displayed for, after which it will begin showing the eighth overlay."
OverlayName8(string) : "Overlay Name 8" : "" : "Name of the eighth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime8(float) : "Overlay Duration 8" : "1.0" : "Amount of time that the eighth overlay should be displayed for, after which it will begin showing the ninth overlay."
OverlayName9(string) : "Overlay Name 9" : "" : "Name of the ninth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime9(float) : "Overlay Duration 9" : "1.0" : "Amount of time that the ninth overlay should be displayed for, after which it will begin showing the tenth overlay."
OverlayName10(string) : "Overlay Name 10" : "" : "Name of the tenth overlay material to display. If left blank, overlay displaying will finish, and this entity will consider itself done."
OverlayTime10(float) : "Overlay Duration 10" : "1.0" : "Amount of time that the tenth overlay should be displayed for, after which this entity will stop displaying overlays."
// Inputs
input StartOverlays(void) : "Start displaying the first overlay."
input StopOverlays(void) : "Stop displaying any overlays."
input SwitchOverlay(float) : "Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter."
]
@PointClass base(Targetname) = env_screeneffect :
"Allows screenspace effects to be played on the player's view."
"An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes."
"An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types."
[
Color(color255) : "Color" : "255 0 0" : "Color emitted by this light."
Intensity(integer) : "Intensity" : 5000
directional(choices) : "Directional" : 0 : "If this is specified, then this light will use the bump map on the particles. Each particle system can have one ambient and one directional light." =
[
0 : "No"
1 : "Yes"
]
PSName(string) : "Particle System Entity" : "" : "Set this to the name of the env_smokestack that you want this light to affect."
"An entity to control & draw a sun effect in the sky."
[
target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity."
use_angles(choices) : "UseAngles" : 0 : "The old way to orient env_sun is to point it at a target. The new way is to specify the angles. If you use the new way, set this property to YES." =
[
0 : "No"
1 : "Yes"
]
pitch(integer) : "Pitch" : 0
rendercolor(color255) : "Sun Color (R G B)" : "100 80 80"
overlaycolor(color255) : "Overlay Color (R G B)" : "0 0 0" : "A value of 0 0 0 will act the old way."
size(integer) : "Size" : 16
overlaysize(integer) : "Overlay Size" : -1 : "A value of -1 means the overlay will act the old way."
material(sprite) : "Material Name" : "sprites/light_glow02_add_noz" : "Material of the inner glow."
overlaymaterial(sprite) : "Overlay Material Name" : "sprites/light_glow02_add_noz" : "Material of the overlay glow."
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
"An entity to control the number of ragdolls in the world, for performance reasons."
[
MaxRagdollCount(integer) : "Max Ragdoll Count" : -1 : "Sets the max number of ragdolls that can be in the world at a time (if they are flagged to fade). Set to -1 if you want to use the default value (g_ragdoll_maxcount)."
SaveImportant(choices) : "Save Important Ragdolls" : 0 : "Should the ragdoll manager make sure ally ragdolls aren't deleted?" =
[
0 : "No"
1 : "Yes"
]
// Inputs
input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count."
]
@PointClass base(Targetname) = game_gib_manager : "An entity to control the number of gibs in the world, for performance reasons."
[
maxpieces(integer) : "Max Gib Count" : -1 : "Sets the max number of gib that can be spawned at a time. Set to -1 if you want to use the default value (func_break_max_pieces)."
input InputSetMaxPieces(integer) : "Set the Max gibs Count."
MinDist(integer) : "Minimum Distance" : 500 : "The distance at which this effect will be fully translucent."
MaxDist(integer) : "Maximum Distance" : 2000 : "The distance at which this effect will be at full intensity."
OuterMaxDist(integer) : "Outer Maximum Distance" : 0 : "If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length."
GlowProxySize(float) : "Glow Proxy Geometry Size" : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
// Inputs
input Color(color255) : "Change the render color of the glow. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
"An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles."
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
InitialState(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
]
BaseSpread(integer) : "Spread at the base" : 20 : "Amount of random spread in the origins of the smoke particles when they're spawned."
SpreadSpeed(integer) : "Spread Speed" : 15 : "Amount of random spread in the velocity of the smoke particles after they're spawned."
Speed(integer) : "Speed" : 30 : "The speed at which the smoke particles move after they're spawned."
StartSize(integer) : "Particle start size" : 20 : "Size of the smoke particles when they're first emitted."
EndSize(integer) : "Particle end size" : 30 : "Size of the smoke particles at the point they fade out completely."
Rate(integer) : "Emission rate" : 20 : "Rate at which to emit smoke particles (i.e. particles to emit per second)."
JetLength(integer) : "Length of smoke trail" : 180 : "Length of the smokestack. Lifetime of the smoke particles is derived from this & particle speed."
WindAngle(integer) : "Wind X/Y Angle" : 0 : "This specifies the wind direction. It is an angle in the XY plane. WindSpeed specifies the strength of the wind."
WindSpeed(integer) : "Wind Speed" : 0 : "The strength of the wind."
SmokeMaterial(string) : "Particle material" : "particle/SmokeStack.vmt" : "Material of the smoke particles emitted by this stack."
twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin."
roll(float) : "Roll Speed": 0 : "Amount of roll in degrees per second."
rendercolor(color255) : "Base Color (R G B)" : "255 255 255"
renderamt(integer) : "Translucency" : 255
// Inputs
input TurnOn(void) : "Turn on the smokestack."
input TurnOff(void) : "Turn off the smokestack."
input Toggle(void) : "Toggles the smokestack between on and off state."
input JetLength(integer): "Set the length of the smoke trail."
input Rate(integer) : "Set the rate at which to emit smoke particles (particles per second)."
input Speed(integer) : "Set the speed at which the smoke particles move after they're spawned."
input SpreadSpeed(integer) : "Set the amount of random spread in the velocity of the smoke particles after they're spawned."
"An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material."
[
gamematerial(choices) : "Game Material to Watch" : "0" : "The material to watch. When the player stands on/off this material, this entity's outputs will be fired." =
[
0 : "None (player's in the air)"
67 : "Concrete"
77 : "Metal"
68 : "Dirt"
86 : "Vent"
71 : "Grate"
84 : "Tile"
83 : "Slosh"
87 : "Wood"
80 : "Computer"
89 : "Glass"
70 : "Flesh"
73 : "Clip"
79 : "Foliage"
78 : "Sand"
]
// Inputs
input Enable(void) : "Start watching the player's surface."
input Disable(void) : "Stop watching the player's surface."
// Outputs
output OnSurfaceChangedToTarget(void) : "Fired when the player moves onto the specified game material."
output OnSurfaceChangedFromTarget(void) : "Fired when the player moves off the specified game material."
"An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes."
[
// Inputs
input SetTonemapScale(void) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure."
input SetAutoExposureMin(float) : "Set a custom tonemap auto exposure minimum."
input SetAutoExposureMax(float) : "Set a custom tonemap auto exposure maximum."
input SetBloomScale(float) : "Set a custom bloom scale."
input SetTonemapRate(float) : "Set the rate for autoexposure adjustment."
"An entity to handle endpoints for multiple ladders that are too close to each other."
[
target(target_destination) : "LadderName" : : "If multiple ladders are near multiple endpoints, use this to stop them from interfering with each other."
"An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model."
[
target(target_destination) : "Rendered Window" : : "The name of a brush model to render as the window."
FadeStartDist(integer) : "Fade Start Distance" : 128 : "When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'."
FadeDist(integer) : "Fade End Distance" : 512 : "When the viewer is at this distance, the portal becomes solid and closes off."
TranslucencyLimit(string) : "Translucency limit" : "0.2" : "This value limits the translucency of the bmodel and prevents it from becoming invisible when the viewer is right on top of it."
BackgroundBModel(string) : "Foreground bmodel" : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it."
PortalVersion(integer) readonly : "Portal Version" : 1 : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features."
"A brush entity that's considered solid to vphysics."
[
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity."
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
Solidity(choices) : "Solidity" : 0 : "Used to control the solidity/collision of these brushes." =
[
0 : "Toggle"
1 : "Never Solid"
2 : "Always Solid"
]
excludednpc(string) : "NPC class excluded from collisions" : "" : "If an NPC classname is specified here, NPCs of that type won't collide with these brushes."
invert_exclusion(choices) : "Invert NPC class exclusion" : 0 : "If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid." =
[
0 : "No"
1 : "Yes"
]
solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." =
overlaymaterial(string) : "Overlay Material" : "" : "Name of a material to overlay over the top of the VGUI screen. NOTE: This material must write Z for the VGUI screen to work."
width(integer) : "Panel Width in World" : 32 : "Width of the panel in units."
height(integer) : "Panel Height in World" : 32 : "Height of the panel in units."
// Inputs
input SetActive(void) : "Make the vgui screen visible."
input SetInactive(void) : "Make the vgui screen invisible."
"An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations."
[
spawnflags(flags) =
[
1: "Not Solid" : 0
]
model(studio) : "Model"
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning."
// Inputs
input SetSequence(string) : "Sets the cycler's sequence."
angles(string) : "Gib Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the gibs will fly."
m_iGibs(integer) : "Number of Gibs" : 3 : "Total number of gibs to shoot each time it's activated."
delay(string) : "Delay between shots" : "0" : "Delay (in seconds) between shooting each gib. If 0, all gibs shoot at once."
gibangles(string) : "Gib Angles (Pitch Yaw Roll)" : "0 0 0" : "The orientation of the spawned gibs."
gibanglevelocity(string) : "Max angular velocity" : "0" : "How fast (degrees/sec) the gib pieces should spin. They will spin on x and y axis at between 10% and 100% of this speed."
m_flVelocity(integer) : "Gib Velocity" : 200 : "Speed of the fired gibs"
m_flVariance(string) : "Course Variance" : "0.15" : "How much variance in the direction gibs are fired."
m_flGibLife(string) : "Gib Life" : "4" : "Time in seconds for gibs to live +/- 5%"
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins."
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
// Inputs
input Shoot(void) : "Force the gibshooter to create and shoot a gib."
"An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around."
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
Radius(integer) : "Radius" : 256 : "If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike."
life(string) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever."
BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam."
NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam."
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames."
framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
StrikeTime(string) : "Strike again time (secs)" : "1" : "Refire time between random strikes of the beam. Only used if the 'Random Strike' spawnflag is set."
damage(string) : "Damage / second" : "0" : "How much damage this beam does per second to things it hits when it is continually on, or instantaneously if it strikes. For continuous damage, the value should be greater than 10 or it may not work."
LightningStart(target_destination) : "Start Entity" : "" : "Entity that the beam starts at."
LightningEnd(target_destination) : "Ending Entity" : "" : "Entity that the beam ends at."
decalname(string) : "Decal Name" : "Bigshot" : "Decal to be applied at the end of the beam"
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
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
512: "Taper Out" : 0
]
TouchType(choices) : "Touch Type (tripwire)" : 0 : "If you want the beam to fire an output when touched by entities, choose the entity type here." =
[
0 : "Not a tripwire"
1 : "Player Only"
2 : "NPC Only"
3 : "Player or NPC"
4 : "Player or NPC or Physprop"
]
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
// Inputs
input TurnOn(void) : "Turns the beam on."
input TurnOff(void) : "Turns the beam off."
input Toggle(void) : "Toggles the beam between on and off."
input StrikeOnce(void) : "Causes the beam to strike once. It will stay on for its set Life and then turn off (it will never turn off if Life is set to zero)."
input Alpha(integer) : "Sets the beam's alpha (0 - 255)."
input Color(color255) : "Sets the beam's render color (R G B)."
input Amplitude(float) : "Set the amplitude of beam noise (0 - 255)."
input ScrollSpeed(float) : "Set the scroll speed in units per second (0 - 100)."
input Width(float) : "Set the width of the beam, in pixels."
// Outputs
output OnTouchedByEntity(void) : "Fired when an entity touches the beam. Only fired if the entity passes the 'Touch Type' choice."
spraydir(angle) : "Spray Direction (Pitch Yaw Roll)" : "0 0 0" : "The general direction that the blood should spray and the direction to trace to apply the decal."
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
// dvs: support these flags
//16: "Cloud" : 0
//32: "Drops" : 0
//64: "Gore" : 0
]
// Inputs
input EmitBlood(void) : "Triggers the blood effect."
"An entity that creates an explosion at its origin."
[
iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion."
// If no radius override, magnitude will determine radius.
iRadiusOverride(Integer) : "Radius Override" : 0 : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude."
opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)."
spawnrate(float) : "Spawn Rate" : "20" : "Number of particles to emit each second."
lifetime(float) : "Particle Life Time" : "5.0" : "Number of seconds until each particle dies."
startcolor(color255) : "Start Color" : "192 192 192" : "Starting color of the emitted particles."
endcolor(color255) : "End Color" : "160 160 160" : "Ending color of the emitted particles."
emittime(float) : "Emitter Life Time" : "0" : "Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles."
minspeed(float) : "Minimum Random Speed" : "10" : "Minimum randomly-directed speed to use for emitted particles."
maxspeed(float) : "Maximum Random Speed" : "20" : "Maximum randomly-directed speed to use for emitted particles."
mindirectedspeed(float) : "Minimum Directed Speed" : "0" : "Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
maxdirectedspeed(float) : "Maximum Directed Speed" : "0" : "Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles."
"An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius."
[
magnitude(string) : "Magnitude" : "100" : "Amount of physics force applied by the explosion."
radius(string) : "Clamp Radius (0 = auto)" : "0" : "If specified, the radius in which the explosion damages entities. If unspecified, the radius will be based on the magnitude."
targetentityname(target_destination) : "Limit to Entity" : "" : "If specified, the explosion will only affect the matching entity."
spawnflags(flags) =
[
1 : "No Damage - Only Force" : 1
2 : "Push players" : 0
4 : "Push radially - not as a sphere" : 0
8 : "Test LOS before pushing" : 0
16 : "Disorient player if pushed" : 0
]
inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere."
// Inputs
input Explode(void) : "Trigger the explosion."
// Outputs
output OnPushedPlayer(void) : "Fires when the player is pushed by the explosion."
"An entity that will cause a physics impact on another entity."
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "Direction to project the impact."
magnitude(integer) : "Magnitude" : 100 : "Strength of the impact."
distance(integer) : "Distance" : 0 : "How far to project the impact (if 0 uses a default value)."
directionentityname(target_destination) : "Point to Entity" : "" : "If set, 'Distance' and Angle settings are ignored and the direction and distance to the target entity will be used."
spawnflags(flags) =
[
1: "No fall-off" : 0
2: "Infinite Length" : 0
4: "Ignore Mass" : 0
]
// Inputs
input Impact(void) : "Trigger the impact"
]
// This has been disabled until it can be reimplemented, destroyed, or renamed - jdw
"An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread."
[
health(integer) : "Duration" : 30 : "Amount of time the fire will burn."
firesize(integer) : "Size" : 64 : "Height (in world units) of the flame."
fireattack(integer) : "Attack" : 4 : "Amount of time the fire takes to grow to full strength."
firetype(choices) : "Type" : 0 =
[
0 : "Natural"
1 : "Plasma"
]
spawnflags(flags) =
[
1: "Infinite Duration" : 0
2: "Smokeless" : 0
4: "Start On" : 0
8: "Start Full" : 0
16: "Don't drop" : 0
32: "No glow" : 0
128: "Delete when out" : 0
256: "Visible from above" : 0
]
ignitionpoint(float) : "Ignition Point" : 32 : "Amount of heat 'damage' to take before this flame should ignite."
damagescale(float) : "Damage Scale" : "1.0" : "Multiplier of the burn damage done by the flame."
// Inputs
input StartFire(void) : "Start the fire."
input Extinguish(float) : "Puts out the fire permanently in the number of seconds specified."
input ExtinguishTemporary(float): "Puts out the fire temporarily in the number of seconds specified."
// Outputs
output OnIgnited(void) : "Fires when the fire is first ignited."
output OnExtinguished(void) : "Fires when the fire is fully extinguished."
fireradius(float) : "Radius" : 128 : "The radius around this entity in which to detect heat changes."
heatlevel(float) : "Heat level" : 32 : "The target heat level to check for. Outputs are fired when the heat moves over this target level (increasing or decreasing)."
heattime(float) : "Time at level" : 0 : "The amount of time the heat level must spend over the target level before the 'OnHeatLevelStart' output is fired."
// Inputs
input Enable(void) : "Enable fire sensor."
input Disable(void) : "Disable fire sensor."
output OnHeatLevelStart(void) : "Fires when the heat level has been sustained for the specified length of time."
output OnHeatLevelEnd(void) : "Fires when the heat level drops below the target level."
"An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs."
[
target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire."
lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames."
"An entity that creates a laser beam between itself and a given target."
[
LaserTarget(target_destination) : "Target of Laser" : : "Name of entity, or entities, to strike at. The target is randomly chosen if there are multiple entities matching the given name."
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "255 255 255"
width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels."
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam."
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam."
EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam."
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam."
framestart(integer) : "Starting Frame" : 0 : "The frame to start the beam texture on."
damage(string) : "Damage / second" : "100" : "How much damage this laser does. per second. to things it hits."
amplitude(float) : "Amplitude (0-16)" : "4" : "The amount of noise in the screen shake. Should be a range between 0 and 16."
radius(float) : "Effect Radius" : "500" : "The radius around this entity in which to affect players."
duration(float) : "Duration (seconds)" : "1" : "The length of time in which to shake the player's screens."
frequency(float) : "Frequency" : "2.5" : "The frequency used to apply the screen shake. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble."
// Inputs
input Amplitude(string) : "Set the amplitude (0-16)"
input Frequency(string) : "Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble."
"An entity that shoots models, or sprites, out of its origin."
[
shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
simulation(choices) :"Simulate" : 0 =
[
0: "Point"
1: "Physics"
2: "Ragdoll"
]
skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter."
spawnflags(flags) =
[
2 : "On fire" : 0
4 : "strict remove after lifetime" : 0
]
nogibshadows(choices) :"Disable Shadows on Gibs" : 0 =
[
0: "No"
1: "Yes"
]
gibgravityscale(float) : "Gib gravity scale" : "1" : "ONLY WORKS FOR POINT GIBS. This field allows you to scale gravity so that gibs fall faster, slower, or not at all."
"An entity that creates gibs when it's within the influence of a helicopter's rotor wash."
[
shootmodel(studio) : "Model" : "" : "Thing to shoot out. Can be a .mdl or a .vmt."
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
simulation(choices) :"Simulate" : 0 =
[
0: "Point"
1: "Physics"
2: "Ragdoll"
]
skin(integer) : "Gib Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin on all gibs produced by this shooter."
spawnflags(flags) =
[
2 : "On fire" : 0
]
rotortime(float) : "Time Under Rotor" : "1" : "The average time it has to be under the rotor before it shoots a gib."
rotortimevariance(float) : "Time variance" : "0.3" : "The random amount to vary the time it has to be under the rotor before it shoots a gib."
"An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius."
[
radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)."
soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." =
[
"Nothing" : "Nothing"
"Automatic" : "Automatic"
"Automatic_Dialog" : "Automatic (dialog)"
"GenericIndoor" : "Indoor"
"GenericOutdoor" : "Outdoor"
]
position0(target_destination) : "Sound Position 0" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position1(target_destination) : "Sound Position 1" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position2(target_destination) : "Sound Position 2" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position3(target_destination) : "Sound Position 3" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position4(target_destination) : "Sound Position 4" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position5(target_destination) : "Sound Position 5" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position6(target_destination) : "Sound Position 6" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
position7(target_destination) : "Sound Position 7" : "" : "A sound position that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world."
// Inputs
input Enable(void) : "Enable the soundscape."
input Disabled(void) : "Disable the soundscape."
input ToggleEnabled(void) : "Toggle the soundscape enabled state."
// Outputs
output OnPlay(void) : "Fired when this soundscape becomes the active one."
"An entity that controls the drawing of a sprite in the world."
[
framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered."
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
// Inputs
input SetScale(float) : "Set the sprite's scale (0 - 8.0)."
input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received."
input ShowSprite(void) : "Show the sprite."
input ToggleSprite(void) : "Toggle the sprite between hidden and shown."
"An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be."
[
scale(integer) : "3D Skybox scale" : 16 : "Scale of the skybox."
fogenable(choices) : "Fog Enable" : 0 =
[
0 : "No"
1 : "Yes"
]
fogblend(choices) : "Fog Blend" : 0 =
[
0 : "No"
1 : "Yes"
]
use_angles(choices) : "Use Angles for Fog Dir" : 0 =
[
0 : "No"
1 : "Yes"
]
fogcolor(color255) : "Primary Fog Color" : "255 255 255"
fogcolor2(color255) : "Secondary Fog Color" : "255 255 255"
fogdir(string) : "Primary Fog Dir" : "1 0 0"
fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
"An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons."
[
weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit."
maxpieces(integer) : "Max Allowed in Level" : 0 : "The maximum amount of the specified weapon type allowed in the world."
ammomod(float) : "Ammo modifier" : 1 : "Modifier for ammount of ammo dropped by a weapon."
// Inputs
input SetAmmoModifier(float): "Adjust the ammo modifier."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
"An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment."
[
spawnflags(flags) =
[
1: "Use Only" : 0
]
master(string) : "Team Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
"An entity that changes the team of the player who activates it."
[
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 (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
"An entity that awards/deducts points from the player who activates it."
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" : "Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text."
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" : "Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text."
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" : "The time it should take for the text to fully fade in."
fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired."
holdtime(string) : "Hold Time" : "1.2" : "The time the text should stay onscreen, after fading in, before it begins to fade out."
fxtime(string) : "Scan time (scan effect only)" : "0.25" : "If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text."
channel(choices) : "Text Channel" : 1 : "You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel." =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
"An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity."
"An entity that creates tesla lightning arcs around its origin."
[
m_SourceEntityName(string) : "Source Entity" : "" : "If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity."
m_SoundName(string) : "Sound Name" : "DoSpark" : "Sound to be played whenever lightning is created."
texture(sprite) : "Sprite Name" : "sprites/physbeam.vmt" : "Material to use for the tesla lightning beams."
m_Color(color255) : "Color" : "255 255 255"
m_flRadius(integer) : "Radius" : 200 : "Radius around the origin to find a point to strike with a tesla lightning beam."
beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc."
beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc."
thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams."
thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams."
lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams."
lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams."
interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing."
interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing."
"An entity that issues commands to the client console, as if it was typed in by the player (if activator is a player, or the local player in single player)."
"An entity used to override player input when the player is looking at it."
[
spawnflags(flags) =
[
32 : "Freeze Player" : 1
64 : "Hide Weapon" : 1
128 : "+Use Deactivates" : 1
256 : "Jump Deactivates" : 1
]
FieldOfView(float) : "FieldOfView" : "-1.0" : "The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control."
// Inputs
input Deactivate(void) : "Return Player Control."
input Activate(void) : "Take Player Control."
// Outputs
output PlayerOn(void) : "Fired whenever this entity starts controlling the player's input."
output PlayerOff(void) : "Fired whenever this entity stops controlling the player's input."
output PressedMoveLeft(void) : "Fired whenever the player presses the moveleft key."
output PressedMoveRight(void) : "Fired whenever the player presses the moveright key."
output PressedForward(void) : "Fired whenever the player presses the forward key."
output PressedBack(void) : "Fired whenever the player presses the backward key."
output PressedAttack(void) : "Fired whenever the player presses the attack key."
output PressedAttack2(void) : "Fired whenever the player presses the secondary attack key."
output XAxis(string) : "An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither."
output YAxis(string) : "An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither."
output AttackAxis(string) : "An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise."
output Attack2Axis(string) : "An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise."
"An entity that acts as a landmark for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will be transitioned to the next level relative to the info_landmark entities."
"An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the "+
"Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line."
[
axis(vecline) : "Bar Magnet Axis"
radius(float) : "Effective Radius" : "512" : "Radius in which ragdolls are affected around this entity's origin."
force(float) : "Force" : "5000" : "Magnetic force to apply to ragdolls within the radius. Expressed as kilograms per inch per second. So a force of 1000 will add 10 inches/second to a 100kg man. It will add 100 inches per second to a 10kg headcrab."
target(string) : "Entity to affect" : "" : "If specified, the phys_ragdollmagnet will only affect the target entity."
"An entity that can be used to change the lighting origin of a prop_static. Set the prop_static's Lighting Origin to point at this entity to "+
"make the prop_static light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc)."
[
]
// This is obsolete, info_target is all you need now.
"A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might " +
"indicate a window that could be looked out of, or an item of interest that could be commented on. Many hint nodes are NPC-specific, " +
"so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction " +
"the NPC should face to perform the hint behavior.\n\n" +
"It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon " +
"NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their " +
"behaviors. Hints require code support in the NPC, while scripts are generic and may require only animations to play. Use a hint if the behavior is driven " +
"by the AI, use a script if the behavior is driven by the map."
[
// Outputs
output OnNPCStartedUsing(string) : "Fired when an NPC has reached this node and started using it. Passes along the NPC."
output OnNPCStoppedUsing(string) : "Fired when an NPC has stopped using this node. Passes along the NPC."
target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
_distance(integer) : "Maximum Distance" : 0 : "This is the distance that light is allowed to cast, in inches."
target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
angles(string) : "Pitch Yaw Roll (Y Z X)" : "80 30 0" : "This is the shadow direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis."
color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows."
distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches."
disableallshadows(Choices) : "All Shadows Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
// Inputs
input color(color255) : "Set the shadow color."
input direction(vector) : "Set the shadow direction."
input SetDistance(float) : "Set the maximum shadow cast distance."
input SetAngles(string) : "Set the shadow direction."
"A brush entity that moves linearly along a given distance, in a given direction."
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the brushes will move, when told to."
spawnflags(flags) =
[
8 : "Not Solid" : 0
]
startposition(float) : "Start Position" : 0 : "Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second."
movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches."
blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the brushes, per frame."
startsound(sound) : "Sound played when the brush starts moving."
stopsound(sound) : "Sound played when the brush stops moving."
// Inputs
input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))."
input Close(void) : "Move the brush to the starting position."
input SetPosition(string) : "Move the brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
// Outputs
output OnFullyOpen(void) : "Fired when the brush reaches the end position (starting position + (move direction * move distance))."
output OnFullyClosed(void) : "Fired when the brush reaches the starting position."
"A water brush entity that moves linearly along a given distance, in a given direction"
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'."
startposition(float) : "Start Position" : 0 : "Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second."
movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches."
startsound(sound) : "Sound played when the water brush starts moving."
stopsound(sound) : "Sound played when the water brush stops moving."
WaveHeight(string) : "Wave Height" : "3.0"
// Inputs
input Open(void) : "Move the water brush to the end position (starting position + (move direction * move distance))."
input Close(void) : "Move the water brush to the starting position."
input SetPosition(string) : "Move the water brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)."
// Outputs
output OnFullyOpen(void) : "Fired when the water brush reaches the end position (starting position + (move direction * move distance))."
output OnFullyClosed(void) : "Fired when the water brush reaches the starting position."
"A brush entity that moves vertically, and can rotate while doing so."
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
noise1(sound) : "Movement Sound" : : "The sound to play when the brush moves."
noise2(sound) : "Stop Sound" : : "The sound to play when the brush stops moving."
speed(integer) : "Speed of Rotation" : 50 : "Speed at which the brush rotates, in degrees per second."
height(integer) : "Travel Altitude" : 0 : "The vertical distance from the starting position that this platform moves. If negative, the platform will lower."
rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees."
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
Slack(integer) : "Slack" : 25 : "How much extra length the rope has (by default it has the length between its two endpoints in the editor)."
Type(choices) : "Type" : 0 =
[
0 : "Rope"
1 : "Semi-rigid"
2 : "Rigid"
]
Subdiv(integer) : "Subdivision" : 2 : "Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render."
Barbed(choices) : "Barbed" : 0 : "Test effect that makes the rope look sharper and more barbed." =
[
0 : "No"
1 : "Yes"
]
Width(string) : "Width (1-64)" : "2" : "Width of the rope."
TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up."
Collide(choices) : "Collide with world" : 0 =
[
0 : "No"
1 : "Yes"
]
Dangling(choices) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." =
[
0 : "No"
1 : "Yes"
]
Breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." =
[
0 : "No"
1 : "Yes"
]
RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope."
// Inputs
input SetScrollSpeed(float) : "Set the speed at which the texture scrolls."
input SetForce(string) : "Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z)."
input Break(void) : "Break the rope, if it's marked to do so."
"A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position."
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used."
speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second."
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed."
sounds(choices) : "Sounds" : 0 =
[
0: "None (Silent)"
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"
12: "latch locked"
13: "Latch Unlocked"
14: "Lightswitch"
15: "small bleek"
16: "small deny"
17: "small doop"
18: "small tech deny"
19: "click and combine screen fuzz"
20: "roomy beep"
21: "lever or wheel: turn + move sqeek"
22: "lever or wheel: latch + release gas"
23: "lever or wheel: ratchet + sqeek"
24: "lever or wheel: large ratchet"
25: "lever or wheel: clanky + gas release"
26: "lever or wheel: latch + large metal thud"
27: "lever or wheel: smaller ratchet"
28: "lever or wheel: smaller lever move"
31: "shock buzz"
32: "clickbeep"
33: "tech blip"
34: "clickbeepbeep open"
35: "small high blip"
36: "small tech fuzz blip"
37: "small click bleep (change to lightswitch)"
40: "combine door lock - locked"
41: "combine blip growl"
42: "combine squick growl"
43: "combine whine purr"
44: "combine click talk"
45: "combine click growl fizz"
46: "combine click fizz (deny)"
47: "combine click talker"
]
wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
256: "Touch Activates": 0
512: "Damage Activates": 0
1024: "Use Activates" : 1
2048: "Starts locked" : 0
4096: "Sparks" : 0
]
locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." =
[
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 : "A sentence played when the player tries to use the button, and fails because it's locked." =
[
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 : "A sentence played when the button is unlocked." =
[
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" : : "The minimum level of ambient light that hits this brush."
"A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position."
[
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second."
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
sounds(choices) : "Sounds" : 21 =
[
0: "None (Silent)"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
distance(integer) : "Distance (deg)" : 90 : "The amount, in degrees, that the button should rotate when it's pressed."
// TODO: move spawnflags into Button base class?
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
512: "Damage Activates": 0
1024: "Use Activates": 0
2048: "Starts locked" : 0
]
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
"A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping."
[
speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
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" : 90 : "The maximum amount, in degrees, that the wheel is allowed to rotate."
returnspeed(integer) : "Auto-return speed" : 0 : "If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second."
spawnflags(flags) =
[
1: "Not Solid" : 1
32: "Toggle (Disable Auto Return)" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
1024: "Use Activates" : 1
2048: "Starts locked" : 0
8192: "Jiggle when used while locked" : 0
]
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
startposition(float) : "Start Position" : 0 : "Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
input Lock(void) : "Lock the button, preventing it from functioning."
input Unlock(void) : "Unlock the button, allowing it to function."
input SetPosition(string) : "Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
input SetPositionImmediately(string) : "Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
// Outputs
output Position(integer) : "Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'."
output OnPressed(integer) : "Fired when the button is first pressed."
output OnUnpressed(integer): "Fired when the button is first released from being pressed."
output OnFullyClosed(void) : "Fired when the button has reached position 1, the rotated position + 'Distance'."
output OnFullyOpen(void) : "Fired when the button has reached position 0, the unrotated starting position."
output OnReachedPosition(void) : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input."
@BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow) = Door
[
speed(integer) : "Speed" : 100 : "The speed at which the door moves."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used."
noise1(sound) : "Start Sound" : : "Sound to play when the door starts moving."
noise2(sound) : "Stop Sound" : : "Sound to play when the door stops moving."
wait(integer) : "Delay Before Reset (-1 stay)" : 4 : "Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself."
lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall."
dmg(integer) : "Blocking Damage" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." =
[
0 : "No"
1 : "Yes"
]
ignoredebris(choices) : "Ignore Debris" : 0 : "If set this will change the door's collision group to one that ignore collisions with debris objects (note that this is not compatible with the non-solid-to-player spawnflag)." =
[
0 : "No"
1 : "Yes"
]
message(string) : "Message If Triggered" // NEEDHELP: Looks like this was removed
health(integer) : "Health (shoot open)" : 0 // NEEDHELP: Looks like this was removed
locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked."
unlocked_sound(sound) : "Unlocked Sound" : : "Sound played when the button is door."
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Non-solid to Player" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Opens" : 0
512: "NPCs Can't" : 0
1024: "Touch Opens" : 1
2048: "Starts locked" : 0
4096: "Door Silent" : 0
]
locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." =
[
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 : "A sentence played when the door is unlocked." =
[
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" : : "The minimum level of ambient light that hits this brush."
loopmovesound(choices) : "Loop Moving Sound?" : 0 : "If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving." =
[
0: "No"
1: "Yes"
]
// Outputs
output OnClose(void) : "Fired when the door starts closing."
output OnOpen(void) : "Fired when the door starts opening."
output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
// Inputs
input Open(void) : "Open the door, if it is not fully open."
input Close(void) : "Close the door, if it is not fully closed."
input Toggle(void) : "Toggle the door between open and closed."
input Lock(void) : "Lock the door."
input Unlock(void) : "Unlock the door."
input SetSpeed(float) : "Set the door speed."
]
@SolidClass base(Door, Origin) = func_door :
"A brush entity for use as a player-useable door."
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the door will move, when it opens."
filtername(filterclass) : "Block Filter Name" : : "Filter to use to determine entities that block the door. ( Half-Life: Source port only )"
slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes)."
hardware(choices) : "Hardware Type" : 1 =
[
0 : "<None>"
1 : "Lever"
2 : "Push bar"
3 : "Keypad"
]
ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed."
spawnpos(choices) : "Spawn Position" : 0 =
[
0 : "Closed"
1 : "Open forward"
2 : "Open back"
3 : "Ajar (use Ajar Angles)"
]
axis(axis) : "Hinge Axis"
distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened."
speed(integer) : "Speed" : 100 : "The speed at which the door moves."
soundopenoverride(sound) : "Fully Open Sound" : : "Sound played when the door has finished opening."
soundcloseoverride(sound) : "Fully Closed Sound" : : "Sound played when the door has finished closing."
soundmoveoverride(sound) : "Moving Sound" : : "Sound played when the door starts to move."
returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself."
dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
health(integer) : "Health (0 = Unbreakable)" : 0 // NEEDHELP: Doesn't look like this is hooked up anymore?
soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked."
soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked."
forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1 : "Starts Open" : 0
//512: "NPCs Can't" : 0
2048: "Starts locked" : 0
4096: "Door silent (No sound, and does not alert NPCs)" : 0
8192: "Use closes" : 1
16384 : "Door silent to NPCS (Does not alert NPCs)" : 0
32768 : "Ignore player +USE" : 0
]
opendir(choices) : "Open Direction" : 0 : "Force the door to open only forwards or only backwards. Both directions is the standard door behavior." =
[
0 : "Open Both Directions"
1 : "Open Forward Only"
2 : "Open Backward Only"
]
// Outputs
output OnClose(void) : "Fired when the door is told to close."
output OnOpen(void) : "Fired when the door is told to open."
output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
// Inputs
input Open(void) : "Open the door, if it is not fully open."
input OpenAwayFrom(string) : "Open the door away from the specified entity."
input Close(void) : "Close the door, if it is not fully closed."
input Toggle(void) : "Toggle the door between open and closed."
input Lock(void) : "Lock the door."
input Unlock(void) : "Unlock the door."
input SetRotationDistance(float) : "Set the distance (in degrees) between Open and Closed."
"An entity that creates a sample point for the Cubic Environment Map."
[
cubemapsize(choices) : "Cubemap Size" : 0 =
[
0 : "Default"
1 : "1x1"
2 : "2x2"
3 : "4x4"
4 : "8x8"
5 : "16x16"
6 : "32x32"
7 : "64x64"
8 : "128x128"
9 : "256x256"
]
sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection."
]
@BaseClass = BModelParticleSpawner
[
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
Color(color255) : "Particle Color (R G B)" : "255 255 255"
SpawnRate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
SpeedMax(string) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
LifetimeMin(string) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'."
LifetimeMax(string) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this."
DistMax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
Frozen(choices) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive." =
material(material) : "Material" : "particle/particle_smokegrenade" : "The material to use for the particles"
ParticleDrawWidth(float) : "Particle Draw Width (units)" : 120 : "The size of the particles, in units/inches."
ParticleSpacingDistance(float) : "Particle Spacing Distance (units)" : 80 : "The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad."
DensityRampSpeed(float) : "Density Ramp Speed (seconds)" : 1 : "Time to go from density 0 to density 1, in seconds."
RotationSpeed(float) : "Rotation Speed (degrees/sec)" : 10 : "The speed that the particles should rotate, in degrees per second."
MovementSpeed(float) : "Movement Speed (units/sec)" : 10 : "The speed that the particles should move around, in units/inches per second."
Density(float) : "Density [0..1]" : 1
// Inputs
input SetRotationSpeed(float) : "Set the particle rotation speed (in degrees per second)."
input SetMovementSpeed(float) : "Set the particle movement speed (in inches per second)."
input SetDensity(float) : "Set the particle density. It should be a range from 0 to 1."
"If 'Remove on fire' flag is set the logic_auto is deleted after firing. " +
"It can be set to check a global state before firing. This allows you to only fire events based on "+
"what took place in a previous map."
[
spawnflags(Flags) =
[
1 : "Remove on fire" : 1
]
globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." =
[
"" : "--- None ---"
"gordon_precriminal" : "Gordon pre-criminal"
"antlion_allied" : "Antlions are player allies"
// "player_stealth" : "Player in APC is disguised as combine"
"suit_no_sprint" : "Suit sprint function not yet enabled"
"A camera entity that controls the player's view. While it's active, the player will see out of the camera."
[
target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'."
wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag."
moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move."
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
8: "Infinite Hold Time" : 0
16:"Snap to goal angles" : 0
32:"Make Player non-solid" : 0
64:"Interruptable by Player" : 0
]
speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track."
acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
// Inputs
input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view."
input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view."
// Outputs
output OnEndFollow(void) : "Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring."
"Compares an input to up to 16 preset values. If the input value is the same as " +
"any of the preset values, an output corresponding to that value is fired.\n\n" +
"For example: if Case01 is set to 2 and Case02 is set to 5, and the input value is 5, " +
"the OnCase02 output will be fired.\n\n" +
"This entity can also be used to select from a number of random targets via the " +
"PickRandom input. One of the OnCase outputs that is connected to another entity will " +
"be picked at random and fired."
[
Case01(string) : "Case 01"
Case02(string) : "Case 02"
Case03(string) : "Case 03"
Case04(string) : "Case 04"
Case05(string) : "Case 05"
Case06(string) : "Case 06"
Case07(string) : "Case 07"
Case08(string) : "Case 08"
Case09(string) : "Case 09"
Case10(string) : "Case 10"
Case11(string) : "Case 11"
Case12(string) : "Case 12"
Case13(string) : "Case 13"
Case14(string) : "Case 14"
Case15(string) : "Case 15"
Case16(string) : "Case 16"
// Inputs
input InValue(string) : "Compares the Input value to the case values, and fires the appropriate output, if any."
input PickRandom(void) : "Fires a random OnCase output with at least one connection."
input PickRandomShuffle(void) : "Fires a random OnCase output with at least one connection, with no repeats until all cases have been picked, at which point the shuffle starts over."
// Outputs
output OnCase01(void) : "Fired when the input value equals the Case01 value."
output OnCase02(void) : "Fired when the input value equals the Case02 value."
output OnCase03(void) : "Fired when the input value equals the Case03 value."
output OnCase04(void) : "Fired when the input value equals the Case04 value."
output OnCase05(void) : "Fired when the input value equals the Case05 value."
output OnCase06(void) : "Fired when the input value equals the Case06 value."
output OnCase07(void) : "Fired when the input value equals the Case07 value."
output OnCase08(void) : "Fired when the input value equals the Case08 value."
output OnCase09(void) : "Fired when the input value equals the Case09 value."
output OnCase10(void) : "Fired when the input value equals the Case10 value."
output OnCase11(void) : "Fired when the input value equals the Case11 value."
output OnCase12(void) : "Fired when the input value equals the Case12 value."
output OnCase13(void) : "Fired when the input value equals the Case13 value."
output OnCase14(void) : "Fired when the input value equals the Case14 value."
output OnCase15(void) : "Fired when the input value equals the Case15 value."
output OnCase16(void) : "Fired when the input value equals the Case16 value."
output OnDefault(void) : "Fired when the input value does not equal any of the Case values."
]
// NEEDHELP: Unused in HL2, not clear what it's useful for.
"An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" +
"a high and low end, in which case it will fire alternating high/low outputs each time it fires."
[
// Keys
spawnflags(flags) =
[
1 : "Oscillator (alternates between OnTimerHigh and OnTimerLow outputs)" : 0
]
UseRandomTime(choices) : "Use Random Time" : 0 =
[
0 : "No"
1 : "Yes"
]
LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'."
UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this."
RefireTime(string) : "Refire Interval" : : "If 'Use Random Time' isn't set, this is the time between timer fires, in seconds."
// Inputs
input RefireTime(integer) : "Set a new Refire Interval."
input FireTimer(void) : "Force the timer to fire immediately."
input Enable(void) : "Enable the timer."
input Disable(void) : "Disable the timer."
input Toggle(void) : "Toggle the timer on/off."
input LowerRandomBound(float) : "Set a new Minimum Random Interval."
input UpperRandomBound(float) : "Set a new Maximum Random Interval."
// Outputs
output OnTimer(void) : "Fired when the timer expires."
output OnTimerHigh(void) : "Fired every other time for an oscillating timer."
output OnTimerLow(void) : "Fired every other time for an oscillating timer."
"An entity that acts as a microphone. It works in one of two modes. If it has a 'Speaker' set, it picks up all sounds within the specified sound range, " +
"and rebroadcasts them through the Speaker entity. In this Speaker mode, it ignores the Hears X spawnflags and does not fire the SoundLevel output. " +
"If it has no Speaker set, it measures the sound level at a point, and outputs the sound level as a value between 0 and 1. In Measuring mode, it only hears sounds that match the Hear X spawnflags."
[
target(target_destination) : "Measure target" : : "If the speaker is in Measuring mode, this is the name of the entity where the sound level is to be measured."
SpeakerName(target_destination) : "Speaker" : "" : "The name of a speaker entity through which to play any sounds heard by this microphone. If specified, the microphone will consider itself in Speaker mode."
ListenFilter(filterclass) : "Listen Filter" : "" : "The name of an filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard."
speaker_dsp_preset(choices) : "Speaker DSP Preset" : 0 : "Only useful in Speaker mode. If specified, when the microphone is enabled, it'll set the global dsp_speaker preset to this value. Sounds played back through speakers will then be affected by the selected DSP." =
[
0 : "Use Default"
50 : "1 NO EFFECT"
51 : "2 (DUPLICATE OF 1)"
52 : "3 (DUPLICATE OF 1)"
53 : "4 (DUPLICATE OF 1)"
54 : "5 (DUPLICATE OF 1)"
55 : "6 SPEAKER, LOUDER"
56 : "7 SPEAKER VERY SMALL"
57 : "8 LOUDSPEAKER, ECHO"
58 : "9 SPEAKER SMALL"
59 : "10 SPEAKER TINY"
]
spawnflags(flags) =
[
1 : "Hears combat sounds" : 1
2 : "Hears world sounds" : 1
4 : "Hears player sounds" : 1
8 : "Hears bullet impacts" : 1
16: "Swallows sounds routed through speakers" : 0
32: "Hears explosions" : 0
]
Sensitivity(float) : "Sensitivity (0 - 10)" : 1 : "Microphone sensitivity, 0=deaf, 1=default, 10=extremely sensitive). Only applicable in Measuring mode."
SmoothFactor(float) : "Smoothing (0 - 1)" : 0 : "Smoothing factor, 0=no smoothing, 1=maximum smoothing). Only applicable in Measuring mode."
MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Sounds beyond this range won't be heard, irrelevant of attenuation. "+
"WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!"
// Inputs
input SetSpeakerName(string) : "Set the microphone to output through a different speaker entity."
// Outputs
output SoundLevel(float) : "Fired in Measuring mode whenever the sound level changes."
output OnRoutedSound(void) : "Fired whenever a sound is routed out through the specified speaker (if any)."
output OnHeardSound(void) : "Fired whenever this microphone hears any sound it cares about."
"An entity that remaps a range of input values to a given range of output values."
[
spawnflags(flags) =
[
1 : "Ignore out of range input values" : 1
]
in1(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
in2(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
out1(integer) : "Output Value When Input Is Min." : : "When the input value is equal to 'Minimum Valid Input Value', this is the output value."
out2(integer) : "Output Value When Input Is Max." : : "When the input value is equal to 'Maximum Valid Input Value', this is the output value."
// Inputs
input InValue(float) : "Input value and fire the output with the remapped value."
// Outputs
output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter."
]
@PointClass base(Targetname) = math_colorblend :
"Used to create a blend between two colors for controlling the color of another entity."
[
spawnflags(flags) =
[
1 : "Ignore out of range input values" : 1
]
inmin(integer) : "Minimum Valid Input Value" : 0 : "Input values below this value will be ignored."
inmax(integer) : "Maximum Valid Input Value" : 1 : "Input values above this value will be ignored."
colormin(color255) : "Output RGB color when input is min." : "0 0 0" : "When the input value is equal to 'Minimum Valid Input Value', this is the output RGB color."
colormax(color255) : "Output RGB color when input is max." : "255 255 255" : "When the input value is equal to 'Maximum Valid Input Value', this is the output RGB color."
// Inputs
input InValue(float) : "Input value and fire the output with the remapped value."
// Outputs
output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter."
"Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +
"legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +
"outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +
"performed and only the OutValue output will be fired."
[
// Keys
startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter."
min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed."
max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed."
// Inputs
input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result."
input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result."
input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result."
input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result."
input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs."
input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result."
input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value."
input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value."
// Outputs
output OutValue(integer) : "Fired when the counter value changes."
output OnHitMin(void) : "Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again."
output OnHitMax(void) : "Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again."
"An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push."
[
target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on."
spawnflags(flags) =
[
1 : "Start On" : 1
]
navprop(choices) : "Nav Property" : "Ignore" =
[
"Ignore" : "NPCs Ignore this when navigating (they'll bump into it)"
]
// Inputs
input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set."
input TurnOff(void) : "Turn off. The Navigation Entity will have its navigation properties returned to the default settings."
NewLevelUnit(choices) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input Save(void) : "Force an autosave."
input SaveDangerous(float) : "Force an autosave as autosavedangerous.sav. If the player is alive after the passed number of seconds it replaces the standard auto save."
4 : "AutoSpawn: Even if the player is looking" : 0
8 : "ForceSpawn: Only if there's room" : 0
16 : "ForceSpawn: Only if the player isn't looking" : 0
]
EntityTemplate(target_destination) : "Point_template To Spawn" : "" : "Name of the point_template to spawn here."
PostSpawnSpeed(float) : "PostSpawn Movement Speed" : "0" : "If specified, all the entities created in the template will move this fast in the specified PostSpawn Movement Direction."
PostSpawnDirection(angle) : "PostSpawn Movement Direction" : "0 0 0" : "If a PostSpawn Movement Speed is specified, all the entities created in the template will move in this direction."
PostSpawnDirectionVariance(float) : "PostSpawn Direction Variance" : "0.15" : "This variance is applied to the PostSpawn Movement Direction for each spawned entity in the template. Use it to apply some randomness to the directions."
// Inputs
input ForceSpawn(void) : "Spawn an instance of the template at this origin and angle."
// Outputs
output OnEntitySpawned(void) : "Fired when an instance of the entity template has been spawned."
output OnEntityFailedSpawn(void) : "Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags."
Negated(choices) : "Filter mode" : "Allow entities that match criteria" : "If set to Allow, only entities who match the criteria will pass the filter. "+
"If set to Disallow, only entities who do NOT match the criteria will pass the filter." =
[
0 : "Allow entities that match criteria"
1 : "Disallow entities that match criteria"
]
// Inputs
input TestActivator(void) : "Test the activator against the filter and fires OnPass or OnFail output."
// Outputs
output OnPass(void) : "Fired in response to TestActivator input if the activator passes the filter."
output OnFail(void) : "Fired in response to TestActivator input if the activator fails to pass the filter."
"An entity that detects if another entity points in a given direction for a period of time."
[
target(target_destination) : "Target Entity Name" : : "Name of the entity whose angles will be sensed."
lookatname(target_destination) : "Look At Entity" : : "The entity we want to check to see if the Target Entity is looking at."
duration(float) : "Duration" : : "The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds."
tolerance(integer) : "Tolerance" : : "The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity."
// Inputs
input Toggle(void) : "Toggle the sensor between enabled and disabled."
input Test(void) : "Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result."
// Outputs
output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter."
output OnFacingLookat(void) : "Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a Test input."
output OnNotFacingLookat(void) : "Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity."
input Test(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity, " +
"firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result."
// Outputs
output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity."
output OnGreaterThan(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
output OnGreaterThanOrEqualTo(void) : "Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity."
output OnLessThan(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
output OnLessThanOrEqualTo(void) : "Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity."
output OnEqualTo(void) : "Fired when the Target Entity reaches the threshold angular velocity from a different velocity."
"An entity that does damage to all entities in a radius around itself, with a specified delay." +
"If 'Target Entity' is specified, the damage is only done to that entity."
[
DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage."
DamageRadius(float) : "Radius" : 256 : "All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage."
Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires."
DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds."
DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." =
[
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"
]
// Inputs
input Hurt(void) : "Force a single fire, damaging either the Target Entity or all entities within the radius."
input TurnOn(void) : "Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay."
input TurnOff(void) : "Disable this entity. It will stop damaging entities."
input Toggle(void) : "Toggle this entity between On/Off state."
width(float) : "Constraint Width" : "75.0" : "Width of the constraint edge. This is the distance in which to start slowing players down as they approach the edge of the radius."
speedfactor(float) : "Speed Factor" : "0.15" : "Factor applied to the player's max speed as they approach the radius edge."
// Inputs
input TurnOn(void) : "Start constraining any players within the radius."
input TurnOff(void) : "Stop constraining any players previously constrained."
// Outputs
output OnConstraintBroken(void) : "Fired when a player breaks through the constraint."
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
spawnflags(flags) =
[
4096 : "Start Asleep" : 0
8192 : "Ignore +USE for Pickup" : 0
16384 : "Debris - Don't collide with the player or other debris" : 0
32768 : "Motion Disabled" : 0
65536 : "Use Preferred Carry Angles" : 0
131072: "Enable motion on Physcannon grab" : 0
262144: "Not affected by rotor wash" : 0
524288: "Generate output on +USE " : 1
1048576 : "Physgun can ALWAYS pick up. No matter what." : 0
2097152 : "Physgun is NOT allowed to pick this up." : 0
4194304 : "Physgun is NOT allowed to punt this object." : 0
]
Damagetype(choices) : "Impact Damage Type" : 0 =
[
0: "Blunt"
1: "Sharp"
]
massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion."
forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion."
health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
notsolid(choices) : "Not solid to world" : 0 =
[
0: "Solid to World"
1: "Passes through World"
]
// Inputs
input Wake(void) : "Wake up this physics object, if it is sleeping."
input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."
input ForceDrop(void) : "If this object is being carried by a player, with the physgun or +USE, force it to be dropped."
// Outputs
output OnDamaged(void) : "Fired when this entity is damaged."
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)."
output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force."
output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
output OnPhysGunDrop(void) : "Fired when a player drops this object."
output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set."
]
@BaseClass base(Targetname) = TwoObjectPhysics
[
spawnflags(flags) =
[
1: "No Collision until break" : 0
// 2 is defined independently by subclasses, do not reuse
4: "Start inactive" : 0
8: "Change mass to keep stable attachment to world" : 0
]
attach1(target_destination) : "Entity 1" : ""
attach2(target_destination) : "Entity 2" : ""
constraintsystem(target_destination) : "Constraint System Manager" : "" : "The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation."
forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects."
torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque required to break the constraint. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint."
breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken."
// Inputs
input Break(void) : "Force the constraint to break."
input TurnOn(void) : "Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted."
input TurnOff(void) : "Disable this constraint."
// Outputs
output OnBreak(void) : "Fired when the constraint breaks."
"An entity used to manage a group of interacting constraints and keep them stable. " +
"All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation."
[
additionaliterations(integer) : "Additional System Iterations" : 0 : "Adding iterations makes the interactions among constraints in a system tighter. It will not compensate for errors due to collision, but will help in cases where objects of disparate mass are constrained to each other."
]
@PointClass base(Targetname,Angles) = phys_keepupright : "A controller that tries to keep an entity facing a particular direction."
[
spawnflags(flags) =
[
1: "Start inactive" : 0
]
attach1(target_destination) : "Target Entity" : "" : "The entity to align to the desired angles."
angularlimit(float) : "Angular Limit" : "15" : "The maximum angular velocity that this controller can compensate for, in degrees per second."
"A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode."
expdamage(string) : "Explosion Damage" : "200.0" : "The amount of damage done by the explosion created when the cannister blows up."
expradius(string) : "Explosion Radius" : "250.0" : "The radius of the explosion to create when the cannister blows up."
health(integer) : "Health" : 25 : "The amount of damage the cannister takes before exploding."
thrust(string) : "Thrust" : "3000.0" : "When the cap has been blown off, and the escaping gas is thrusting the cannister about, this is the amount of thrust generated."
fuel(string) : "Fuel Seconds" : "12.0" : "The amount of time that gas leaks from the cannister before being considered empty."
rendercolor(color255) : "Smoke Color (R G B)" : "255 255 255"
"'Length' is what's known as the 'natural spring length'. This is how long the spring would "+
"be if it was at rest (nothing hanging on it or attached). When you attach something to the "+
"spring, it will stretch longer than its 'natural length'. The amount of stretch is "+
"determined by the 'Sprint Constant'. The larger the spring constant the less stretch the spring."
[
spawnflags(flags) =
[
1 : "Force only on stretch" : 0
]
attach1(target_destination) : "Entity 1" : ""
attach2(target_destination) : "Entity 2" : ""
springaxis(vecline) : "Spring Axis" : "" : "Use the helper. Drag it out to match the virtual spring."
length(string) : "Spring Length" : "0" : "How long the spring would be if it was at rest (nothing hanging on it or attached). 0 means the length of the brush."
constant(string) : "Spring Constant" : "50" : "Stiffness of the spring. The larger the number the less the spring will stretch."
damping(string) : "Damping Constant" : "2.0" : "How much energy the spring loses. The larger the number, the less bouncy the spring."
relativedamping(string) : "Relative Damping Constant" : "0.1" : "The amount of energy the spring loses proportional to the relative velocity of the two objects the spring is attached to."
// UNDONE: add max tension and what event to fire when it breaks
breaklength(string) : "Break on Length" : "0" : "If the spring's length ever exceeds this length, the spring breaks."
// Inputs
input SetSpringConstant(float) : "Set the Spring Constant."
input SetSpringLength(float) : "Set the Spring Length."
input SetSpringDamping(float) : "Set the Spring Damping."
"A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them."+
"The constraint keeps the sum of the distances between the pulley points and their suspended objects constant."
[
addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the pulley rope."
gearratio(float) : "Pulley Gear Ratio" : "1" : "Add (or subtract) this amount to the rest length of the pulley rope."
position2(vecline) : "Pulley Position 2" : : "The position of the pulley for Entity 2. The pulley for Entity 1 is the origin of this constraint entity. Entity 1 is always suspended from pulley point 1, and Entity 2 is always suspended from pulley point 2."
"A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope."
[
addlength(float) : "Additional Length" : "0" : "Add (or subtract) this amount to the rest length of the rope."
minlength(float) : "Minimum Length" : "0" : "If the constraint is not rigid, this is the minimum length it can be."
attachpoint(vecline) : "Attached object 2 point" : "The position the rope attaches to object 2"
"A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint."
[
spawnflags(flags) =
[
1: "No Collision until break" : 1
2: "Only limit rotation (free movement)" : 0
]
xmin(float) : "X axis min limit" : "-90" : "-180 min and 180 max = no constraint on this axis."
xmax(float) : "X axis max limit" : "90" : "-180 min and 180 max = no constraint on this axis."
ymin(float) : "Y axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
ymax(float) : "Y axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
zmin(float) : "Z axis min limit" : "0" : "-180 min and 180 max = no constraint on this axis."
zmax(float) : "Z axis max limit" : "0" : "-180 min and 180 max = no constraint on this axis."
"Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics."
[
spawnflags(flags) =
[
1: "Convert Asleep" : 0
]
target(target_destination) : "Entity to convert" : : "Name of the entity that will be converted to a physics object when the ConvertTarget input is fired."
swapmodel(string) : "Model Swap Entity"
// Outputs
output OnConvert(void) : "Fires after the conversion has taken place."
// Inputs
input ConvertTarget(void) : "Converts this entity's target to a physically simulated object."
]
@BaseClass base(Targetname) = ForceController
[
spawnflags(flags) =
[
// Thrust is on by default (will turn off in forcetime)
1: "Start On" : 0
// Apply linear force (if off, torque only)
2: "Apply Force" : 1
// Apply rotational force (torque - if off, linear only)
4: "Apply Torque" : 1
// Maintain local relationship with the attached object
8: "Orient Locally" : 1
// Impulse is independent of object's mass (impulse is acceleration NOT force)
16: "Ignore Mass" : 0
]
attach1(target_destination) : "Attached Object" : "" : "Object to apply the force to."
forcetime(string) : "Time of Force (0=inf)" : "0" : "Automatic shut-off after this time has passed (0 = stay on forever or until deactivated)"
"An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it."
[
spawnflags(flags) =
[
1 : "Start Asleep" : 0
2 : "Motion Disabled" : 0
4 : "Suck On Touch" : 0
8 : "Allow Attached Rotation" : 0
16: "Coast jeep pickup hack" : 0
]
forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet."
torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint."
massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
overridescript(string) : "Override parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
maxobjects(integer) : "Maximum Attached Objects" : 0 : "The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit."
// Inputs
input TurnOn(void) : "Turn the magnet on."
input TurnOff(void) : "The the magnet off. This will detach anything current stuck to the magnet."
// Outputs
output OnAttach(void) : "Fired when an entity is grabbed by the magnet."
output OnDetach(void) : "Fired when an entity is released by the magnet."
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
solid(choices) : "Collisions" : 6 =
[
0: "Not Solid"
2: "Use Bounding Box"
6: "Use VPhysics"
]
disableshadows(choices) : "Disable Shadows" : 0 =
[
0 : "No"
1 : "Yes"
]
screenspacefade(choices) : "Screen Space Fade" : 0 : "The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in inches. If 'Yes', the fade distance is the size of the object onscreen, in pixels." =
[
0 : "No"
1 : "Yes"
]
fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin."
DefaultAnim(string) : "Default Animation" : "" : "The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation."
RandomAnimation(choices) : "Randomly Animate" : 0 : "If set, this prop will randomly choose and play animations, based upon the times specified in 'Min/Max Random Anim Time'. Inbetween the random animations, it will revert to playing the 'Default Animation'." =
[
0: "No"
1: "Yes"
]
MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations."
MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations."
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)."
fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
// Inputs
input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
input TurnOn(void) : "Make the prop visible."
input TurnOff(void) : "Make the prop invisible."
// Outputs
output OnAnimationBegun(void) : "Fired whenever a new animation has begun playing."
output OnAnimationDone(void) : "Fired whenever an animation is complete."
4 : "Debris - Don't collide with the player or other debris" : 0
8 : "Motion Disabled" : 0
64 : "Enable motion on Physcannon grab" : 0
128 : "Not affected by rotor wash" : 0
256 : "Generate output on +USE " : 1
512 : "Prevent pickup" : 0
1024: "Prevent motion enable on player bump" : 0
4096: "Debris with trigger interaction" : 0
8192: "Force server-side (Multiplayer only)" : 0
1048576: "Physgun can ALWAYS pick up. No matter what." : 0
]
minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."
physdamagescale(float) : "Physics Impact Damage Scale" : "0.1" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
Damagetype(choices) : "Impact damage type" : 0 =
[
0: "Blunt"
1: "Sharp"
]
nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." =
[
0: "No"
1: "Yes"
]
inertiaScale(float) : "Scale Factor For Inertia" : "1.0" : "Scales the angular mass of an object. Used to hack angular damage and collision response."
massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass."
overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'."
damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion."
forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion."
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)"
fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
fadescale(float) : "fade scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
puntsound(sound) : "Sound to make when punted"
// Inputs
input Wake(void) : "Wake up this physics object, if it is sleeping."
input Sleep(void) : "Put this physics object to sleep. It will wake if given the Wake input, or if force is applied to it. Note that physics objects go to sleep automatically after coming to rest for a while, so you don't really need to use this."
input DisableFloating(void) : "Disable fluid/floating simulation to reduce cost."
input SetBodyGroup(integer) : "Set this prop's body group (from 0 - n)."
input physdamagescale(float) : "Set the Physics Impact Damage Scale for this character. NOTE: 0 means this feature is disabled for backwards compatibility."
input EnableDamageForces(void) : "Damaging the entity applies physics forces to it."
input DisableDamageForces(void) : "Damaging the entity does *not* apply physics forces to it."
input EnablePuntSound(void) : "Allow this prop to play its own sound when punted"
input DisablePuntSound(void) : "Prevent this prop from playing its own sound when punted"
// Outputs
output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input."
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)."
output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the physcannon or +USE."
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
output OnPhysGunDrop(void) : "Fired when the player drops the prop with the physcannon or USE."
output OnPlayerUse(void) : "Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set."
output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the physcannon or with +USE)."
"A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model."
[
spawnflags(flags) =
[
4 : "Debris - Don't collide with the player or other debris" : 1
8192 : "Allow Dissolve" : 0
]
angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear."
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)"
fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)"
fadescale(float) : "fade scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, or the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
input StartRagdollBoogie(void) : "Begins ragdoll boogie effect. Parameter override = number of seconds to boogie."
"A portal brush used to manage visibility in maps. Portals define areas, which are spaces " +
"that are connected in the map. Both sides of a portal cannot touch the same area, for example, a " +
"doughnut shaped map would require at least two portals to divide the map into two areas. A linear map " +
"could be divided into two areas with a single area portal."
[
target(target_destination) : "Name of Linked Door" : : "(Optional) The name of a door whose open/closed state controls the on/off state of this area portal."
StartOpen(choices) : "Initial State" : 1 =
[
0 : "Closed"
1 : "Open"
]
PortalVersion(integer) readonly : "Portal Version" : 1 : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features."
// Inputs
input Open(void) : "Open the portal. When the portal is open is can be seen through."
input Close(void) : "Close the portal. When the portal is closed it cannot be seen through."
input Toggle(void) : "Toggle the open/closed state of the portal."
"A brush entity that can be broken from damage, or an input."
[
minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
"A breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as NODRAW and that" +
"face must be 4 sided. The material applied to the visible face must be set up to be breakable."
[
health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken."
surfacetype(choices) : "Surface Type" : 0 =
[
0 : "Glass"
1 : "Tile"
]
// Inputs
input Shatter(vector) : "Shatter the window. Input a vector. First two coordinates are the X,Y center of the shattering (as values from from 0-1). The third coordinate is the radius of the shatter, in inches."
"An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path."
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
16: "Teleport to THIS path track" : 0
]
target(target_destination) : "Next Stop Target" : : "The next path_track in the path."
altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active."
speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+
"This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed."
radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the maximum distance they're allowed to be from the path at this node."
orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." =
[
0 : "No change"
1 : "Face direction of motion"
2 : "Face this path_track's angles"
]
// Inputs
input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path."
input EnableAlternatePath(void) : "Enable the alternate path of the track."
input DisableAlternatePath(void) : "Disable the alternate path of the track."
input TogglePath(void) : "Cause the track to toggle on/off/"
input EnablePath(void) : "Enable the track."
input DisablePath(void) : "Disable the track."
// Outputs
output OnPass(void) : "Fired when any entity following this path passes this path_track node."
"A trigger volume that autosaves when the player touches it."
[
master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
NewLevelUnit(choices) : "Force New Level Unit" : 0 : "If set, the save will discard any savedata from previous levels, for the purpose of keeping savegame filesizes down. Can only be safely used if there is no way for the player to return to previous levels." =
[
0 : "No"
1 : "Yes"
]
DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect."
]
@SolidClass = trigger_changelevel :
"An entity that triggers a level change.\n" +
"Place an info_landmark in both maps that marks the 'same' location in each map.\n"+
"TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on "+
"an env_global in the current level. Create a logic_auto in the next level that checks "+
"for the state set by the env_global.\n\n"+
"To control which entities go through the level transition, create one or more trigger_transitions and "+
"give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map."
[
targetname(target_source) : "Name"
map(string) : "New Map Name"
landmark(target_destination) : "Landmark Name"
spawnflags(flags) =
[
2: "Disable Touch" : 0
4: "To Previous Chapter" : 0
]
// Inputs
input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc."
// Outputs
output OnChangeLevel(void) : "Fired when the level changes."
]
@SolidClass base(Trigger) = trigger_gravity :
"A trigger volume that changes the gravity on any entity that touches it."
"A trigger volume that damages entities that touch it."
[
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
damage(integer) : "Damage" : 10 : "The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also 'Damage Model' for extra details on how damage can be dealt."
damagecap(integer) : "Damage Cap" : 20 : "Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag."
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"
]
damagemodel(choices) : "Damage Model" : 0 : "How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch." =
[
0 : "Normal"
1 : "Doubling w/forgiveness"
]
// Inputs
input SetDamage(float) : "Set a new amount of damage for this trigger."
// Outputs
output OnHurt(void) : "Fired whenever this trigger hurts something other than a player."
output OnHurtPlayer(void) : "Fired whenever this trigger hurts a player."
"A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+
"This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs."
[
// Outputs
output OnRemove(void) : "Fired whenever an entity is removed."
]
@SolidClass base(Trigger) = trigger_multiple :
"A trigger volume that can be triggered multiple times."
[
wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)."
// Outputs
output OnTrigger(void) : "Fired whenever the trigger is activated."
]
@SolidClass base(TriggerOnce) = trigger_once :
"A trigger volume that removes itself after it is triggered once."
[
// Outputs
output OnTrigger(void) : "Fired whenever the trigger is activated."
]
@SolidClass base(Trigger) = trigger_look :
"An entity used to trigger something when the player looks at something. It fires 'OnTrigger' when the player "+
"looks at a target entity for the given amount of time, while within the trigger volume. If the player leaves "+
"the trigger or looks away from the target entity the clock resets. If the 'Use Velocity instead of facing' spawnflag " +
"is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player "+
"is moving toward the target entity. Useful for triggering when players are driving a vehicle at something."+
"NOTE: Only designed for single-player game. "
[
spawnflags(flags) =
[
128: "Fire Once" : 1
256: "Use Velocity instead of facing" : 0
]
target(target_destination) : "Look Target" : : "The name of the entity to be looked at."
LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold."
FieldOfView(string) : "FieldOfView" : "0.9" : "How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions)."
Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never."
// Output
output OnTrigger(void) : "Fired when the trigger is activated."
output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."
]
@SolidClass base(Trigger) = trigger_push :
"A trigger volume that pushes entities that touch it."
[
pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities."
spawnflags(flags) =
[
128: "Once Only" : 0
256: "Affects Ladders (Half-Life 2)" : 0
]
speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second."
"A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles.\n"+
"Also outputs the force at the time of impact for anyone else that wants to use it."
[
Magnitude(float) : "Magnitude" : 200 : "The strength of the impact. Negative values reverse the direction."
noise(float) : "Noise" : "0.1" : "The amount of directional noise (0-1). 0 = no noise, 1 = random direction."
viewkick(float) : "Viewkick" : "0.05" : "The amount to kick player's view if the player is in the trigger. Proportional to magnitude (0-1)."
// Inputs
input Impact(float) : "Fire the impact, pushing all entities within the volume."
input SetMagnitude(float) : "Set the magnitude of the impact."
// Outputs
output ImpactForce(string) : "Fired after an impact. The parameter passed along is the force of the impact that was generated."
]
@SolidClass base(Trigger) = trigger_proximity :
"Measures the distance of the player within the trigger volume from a given point (and within " +
"a given radius). The NearestPlayerDistance output will be 0 when the player is at the center point, " +
"and 1 when the player is at the radius."
[
measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from."
radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored."
// Outputs
output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+
"Point to Measure From to the nearest entity that passed the trigger filters. The distance is mapped to the radius distance, "+
"so it will be 0 when the entity is on the point, and 1 when the entity is at the edge of the radius."
]
@SolidClass base(Trigger) = trigger_teleport :
"A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+
"set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+
"by their initial offset from the landmark, and their angles are left alone."
[
target(target_destination) : "Remote Destination" : : "The entity specifying the point to which entities should be teleported."
landmark(target_destination) : "Local Destination Landmark" : : "If specified, then teleported entities are offset from the target by their initial offset from the landmark."
spawnflags(flags) =
[
32: "Preserve angles even when a local landmark is not specified" : 0
"An entity that can be used to control the idle speech patterns of a set of NPCs."
[
subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname."
IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech."
NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet him." =
[
0 : "Yes"
1 : "No"
]
input SetIdleModifier(float) : "Allows designers to change the idle modifier at runtime"
"An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required."
[
cheapwaterstartdistance(float) : "Start Transition to Cheap Water" : 1000 : "This is the distance from the camera that water will start transitioning to cheap water, in inches."
cheapwaterenddistance(float) : "End Transition to Cheap Water" : 2000 : "This is the distance from the camera that water will finish transitioning to cheap water, in inches."
// Inputs
input SetCheapWaterStartDistance(float) : "Set the distance that water starts transitioning to cheap water."
input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water."
"An entity that can measure the movement of an entity relative to another entity " +
"and apply that movement to a third entity."
[
MeasureTarget(target_destination) : "Entity to Measure" : "" : "Entity whose movement you want to measure."
MeasureReference(target_destination) : "Measure Reference" : "" : "The movement of Entity to Measure will be measured relative to this entity."
Target(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure."
TargetReference(target_destination) : "Movement Reference" : "" : "The Entity to Move will move relative to this entity."
TargetScale(float) : "Movement scale" : "1" : "A scale to divide the measured movements by, before applying those movements to the Entity to Move. 1 = target entity moves as much as the measured entity, 2 = target entity moves half as far as the measured entity, and 0.5 = target entity moves twice as far as the measured entity."
MeasureType(choices) : "Measurement Type" : 0 =
[
0 : "Position"
1 : "Eye position"
]
// Inputs
input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured."
input SetMeasureReference(string) : "Set the Measure Reference entity."
input Target(string) : "Set the Entity to Move, which will be moved to mimic the measured entity."
input SetTargetReference(string) : "Set the Movement Reference entity."
input SetTargetScale(float) : "Set the scale to divide the measured movements by."
input Enable(void) : "Enable the logic_measure_movement."
input Disable(void) : "Disable the logic_measure_movement."
"An entity that can be used to directly control material vars. To use it, you need to read the .vmt of the material you "+
"intend to change. Parent this entity to a brush model entity who's material you want to control."
[
materialName(string) : "Material to modify."
materialVar(string) : "Material variable to modify."
// Inputs
input SetMaterialVar(string) : "Fire to modify a material variable. The argument is the value to set the variable to."
input SetMaterialVarToCurrentTime(void) : "This sets the material variable to the current time on the server."
input StartAnimSequence(string) : "Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames. Format is: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0."
input StartFloatLerp(string) : "Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values. Format is: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0."
"An entity that is used to relay inputs/ouputs to the player and back to the world."
[
// Outputs
output OnFlashlightOn(float) : "Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1]."
output OnFlashlightOff(float) : "Fired when the player turns off his flashlight. This output has the value of how much energy the player had when this happened [0..1]."
input RequestPlayerHealth(void) : "Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value."
output PlayerHealth(integer) : "The player's current health value."
input SetFlashlightSlowDrain(void) : "Puts the player's flashlight in slow-power-drain mode (for Episodic darkness)"
input SetFlashlightNormalDrain(void) : "Puts the player's flashlight to default power drain"
input SetPlayerHealth(integer) : "Sets the player's health to this value."
input RequestAmmoState(void) : "Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs."
output PlayerHasAmmo(void) : "Fired by request if the player has any ammo."
output PlayerHasNoAmmo(void) : "Fired by request if the player doesn't have any ammo."