// // Nazi Zombies: Portable TRENCHBROOM-FGD // =================================================== // This FGD file is intended for use with Trenchbroom, // please use hl-nzp.fgd for Hammer-based map editors. // // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Text on entering the world" sounds(integer) : "CD track to play" : 1 sky(string) : "Skybox Name" light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" chaptertitle(string) : "Chapter Title Message" location(string) : "Location of the Map" date(string) : "Time Era of the Map" person(string) : "Creator or fictional character of map" song(string) : "Triggered song of the map" ] // // base marker definitions // @baseclass = Targetname [ targetname(target_source) : "Name" ] @baseclass = Target [ target(target_destination) : "Target" target2(target_destination) : "Target2" target3(target_destination) : "Target3" target4(target_destination) : "Target4" target5(target_destination) : "Target5" target6(target_destination) : "Target6" target7(target_destination) : "Target7" target8(target_destination) : "Target8" killtarget(target_destination) : "Killtarget" ] // info_texlights // It defines texture lights. // Add any texture name as a key and their brightness as the value. // Don't need to set colors because hlrad knows texture colors. @PointClass color(255 0 0) = info_texlights : "Texture name : Brightness" [ ] // // player starts, deathmatch, coop, teleport // @baseclass base() size(-16 -16 -32, 16 16 40) color(0 255 0) = PlayerClass [] @PointClass base(PlayerClass, Target) color(255 255 255) model("models/player.mdl") = info_player_1_spawn : "Player 1 Spawn Point" [ name(string) : "Character Name" weapon(choices) : "Weapon" : 0 = [ 1: "Colt M1911" 2: "Kar 98k" 3: "Thompson" 4: ".357 Magnum" 5: "BAR" 6: "Ballistic Knife" 7: "Browning M1919" 8: "Double-Barreled Shotgun" 9: "FG42" 10: "Gewehr 43" 11: "Scoped Kar 98k" 12: "M1 Garand" 13: "M1A1 Carbine" 14: "M2 Flamethrower" 15: "MP40" 16: "MG42" 17: "Panzerschrek" 18: "PPSh-41" 19: "PTRS-41" 20: "Ray Gun" 21: "Sawed-Off Shotgun" 22: "STG-44" 23: "M1897 Trench Gun" 24: "Type 100" 54: "MP5K" 58: "Springfield" 56: "Wunderwaffe DG-2" 28: "Mustang & Sally (Colt M1911)" 36: "Armageddon (Kar 98k)" 38: "Gibs-O-Matic (Thompson)" 29: ".357 Plus 1 K1L-u (.357 Magnum)" 52: "The Widow Maker (BAR)" 46: "B115 Accelerator (Browning M1919)" 43: "24 Bore Long Range (Double-Barreled Shotgun)" 44: "420 Impeller (FG42)" 30: "G115 Compressor (Gewehr)" 49: "Headcracker (Scoped Kar 98k)" 31: "M1000 (M1 Garand)" 34: "Widdershins RC-1 (M1A1 Carbine)" 35: "F1W Nitrogen Cooled (M2 Flamethrower)" 40: "The Afterburner (MP40)" 45: "Barracuda FU-A11 (MG42)" 50: "Longinus (Panzerschreck)" 48: "The Reaper (PPSh-41)" 51: "The Penetrator (PTRS-41)" 33: "Porter's X2 Ray Gun (Ray Gun)" 42: "The Snuff Box (Sawed-Off Shotgun)" 41: "Spatz-447 + (Stg-44)" 47: "Gut Shot (M1897 Trench Gun)" 39: "1001 Samurais (Type 100)" 32: "MP115 Kollider (MP5K)" 59: "Pulverizer (Springfield)" 57: "Wunderwaffe DG-3 JZ (Wunderwaffe DG-2)" ] currentmag(integer) : "Starting Magazine" : 0 currentammo(integer) : "Starting Reserve Ammunition" : 0 ] @PointClass base(PlayerClass, Target) color(2 118 181) model("models/player.mdl") = info_player_2_spawn : "Player 2 Spawn Point" [ name(string) : "Character Name" weapon(choices) : "Weapon" : 0 = [ 1: "Colt M1911" 2: "Kar 98k" 3: "Thompson" 4: ".357 Magnum" 5: "BAR" 6: "Ballistic Knife" 7: "Browning M1919" 8: "Double-Barreled Shotgun" 9: "FG42" 10: "Gewehr 43" 11: "Scoped Kar 98k" 12: "M1 Garand" 13: "M1A1 Carbine" 14: "M2 Flamethrower" 15: "MP40" 16: "MG42" 17: "Panzerschrek" 18: "PPSh-41" 19: "PTRS-41" 20: "Ray Gun" 21: "Sawed-Off Shotgun" 22: "STG-44" 23: "M1897 Trench Gun" 24: "Type 100" 54: "MP5K" 58: "Springfield" 56: "Wunderwaffe DG-2" 28: "Mustang & Sally (Colt M1911)" 36: "Armageddon (Kar 98k)" 38: "Gibs-O-Matic (Thompson)" 29: ".357 Plus 1 K1L-u (.357 Magnum)" 52: "The Widow Maker (BAR)" 46: "B115 Accelerator (Browning M1919)" 43: "24 Bore Long Range (Double-Barreled Shotgun)" 44: "420 Impeller (FG42)" 30: "G115 Compressor (Gewehr)" 49: "Headcracker (Scoped Kar 98k)" 31: "M1000 (M1 Garand)" 34: "Widdershins RC-1 (M1A1 Carbine)" 35: "F1W Nitrogen Cooled (M2 Flamethrower)" 40: "The Afterburner (MP40)" 45: "Barracuda FU-A11 (MG42)" 50: "Longinus (Panzerschreck)" 48: "The Reaper (PPSh-41)" 51: "The Penetrator (PTRS-41)" 33: "Porter's X2 Ray Gun (Ray Gun)" 42: "The Snuff Box (Sawed-Off Shotgun)" 41: "Spatz-447 + (Stg-44)" 47: "Gut Shot (M1897 Trench Gun)" 39: "1001 Samurais (Type 100)" 32: "MP115 Kollider (MP5K)" 59: "Pulverizer (Springfield)" 57: "Wunderwaffe DG-3 JZ (Wunderwaffe DG-2)" ] currentmag(integer) : "Starting Magazine" : 0 currentammo(integer) : "Starting Reserve Ammunition" : 0 ] @PointClass base(PlayerClass, Target) color(235 189 0) model("models/player.mdl") = info_player_3_spawn : "Player 3 Spawn Point" [ name(string) : "Character Name" weapon(choices) : "Weapon" : 0 = [ 1: "Colt M1911" 2: "Kar 98k" 3: "Thompson" 4: ".357 Magnum" 5: "BAR" 6: "Ballistic Knife" 7: "Browning M1919" 8: "Double-Barreled Shotgun" 9: "FG42" 10: "Gewehr 43" 11: "Scoped Kar 98k" 12: "M1 Garand" 13: "M1A1 Carbine" 14: "M2 Flamethrower" 15: "MP40" 16: "MG42" 17: "Panzerschrek" 18: "PPSh-41" 19: "PTRS-41" 20: "Ray Gun" 21: "Sawed-Off Shotgun" 22: "STG-44" 23: "M1897 Trench Gun" 24: "Type 100" 54: "MP5K" 58: "Springfield" 56: "Wunderwaffe DG-2" 28: "Mustang & Sally (Colt M1911)" 36: "Armageddon (Kar 98k)" 38: "Gibs-O-Matic (Thompson)" 29: ".357 Plus 1 K1L-u (.357 Magnum)" 52: "The Widow Maker (BAR)" 46: "B115 Accelerator (Browning M1919)" 43: "24 Bore Long Range (Double-Barreled Shotgun)" 44: "420 Impeller (FG42)" 30: "G115 Compressor (Gewehr)" 49: "Headcracker (Scoped Kar 98k)" 31: "M1000 (M1 Garand)" 34: "Widdershins RC-1 (M1A1 Carbine)" 35: "F1W Nitrogen Cooled (M2 Flamethrower)" 40: "The Afterburner (MP40)" 45: "Barracuda FU-A11 (MG42)" 50: "Longinus (Panzerschreck)" 48: "The Reaper (PPSh-41)" 51: "The Penetrator (PTRS-41)" 33: "Porter's X2 Ray Gun (Ray Gun)" 42: "The Snuff Box (Sawed-Off Shotgun)" 41: "Spatz-447 + (Stg-44)" 47: "Gut Shot (M1897 Trench Gun)" 39: "1001 Samurais (Type 100)" 32: "MP115 Kollider (MP5K)" 59: "Pulverizer (Springfield)" 57: "Wunderwaffe DG-3 JZ (Wunderwaffe DG-2)" ] currentmag(integer) : "Starting Magazine" : 0 currentammo(integer) : "Starting Reserve Ammunition" : 0 ] @PointClass base(PlayerClass, Target) color(0 230 34) model("models/player.mdl") = info_player_4_spawn : "Player 4 Spawn Point" [ name(string) : "Character Name" weapon(choices) : "Weapon" : 0 = [ 1: "Colt M1911" 2: "Kar 98k" 3: "Thompson" 4: ".357 Magnum" 5: "BAR" 6: "Ballistic Knife" 7: "Browning M1919" 8: "Double-Barreled Shotgun" 9: "FG42" 10: "Gewehr 43" 11: "Scoped Kar 98k" 12: "M1 Garand" 13: "M1A1 Carbine" 14: "M2 Flamethrower" 15: "MP40" 16: "MG42" 17: "Panzerschrek" 18: "PPSh-41" 19: "PTRS-41" 20: "Ray Gun" 21: "Sawed-Off Shotgun" 22: "STG-44" 23: "M1897 Trench Gun" 24: "Type 100" 54: "MP5K" 58: "Springfield" 56: "Wunderwaffe DG-2" 28: "Mustang & Sally (Colt M1911)" 36: "Armageddon (Kar 98k)" 38: "Gibs-O-Matic (Thompson)" 29: ".357 Plus 1 K1L-u (.357 Magnum)" 52: "The Widow Maker (BAR)" 46: "B115 Accelerator (Browning M1919)" 43: "24 Bore Long Range (Double-Barreled Shotgun)" 44: "420 Impeller (FG42)" 30: "G115 Compressor (Gewehr)" 49: "Headcracker (Scoped Kar 98k)" 31: "M1000 (M1 Garand)" 34: "Widdershins RC-1 (M1A1 Carbine)" 35: "F1W Nitrogen Cooled (M2 Flamethrower)" 40: "The Afterburner (MP40)" 45: "Barracuda FU-A11 (MG42)" 50: "Longinus (Panzerschreck)" 48: "The Reaper (PPSh-41)" 51: "The Penetrator (PTRS-41)" 33: "Porter's X2 Ray Gun (Ray Gun)" 42: "The Snuff Box (Sawed-Off Shotgun)" 41: "Spatz-447 + (Stg-44)" 47: "Gut Shot (M1897 Trench Gun)" 39: "1001 Samurais (Type 100)" 32: "MP115 Kollider (MP5K)" 59: "Pulverizer (Springfield)" 57: "Wunderwaffe DG-3 JZ (Wunderwaffe DG-2)" ] currentmag(integer) : "Starting Magazine" : 0 currentammo(integer) : "Starting Reserve Ammunition" : 0 ] @PointClass = info_null : "info_null (spotlight target)" [ targetname(target_source) : "Name" ] @PointClass base(Target, Targetname) = info_notnull : "info_notnull (spotlight target)" // I love you [ use(string) : "self.use" think(string) : "self.think" nextthink(integer) : "nextthink" noise(string) : "noise" wait(integer) : "wait" ] @PointClass base() = info_intermission : "Intermission camera" [ mangle(string) : "Mangle (Pitch Yaw Roll)" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(107 29 20) model("models/props/teleporter.mdl") = func_teleporter_entrance : "Teleporter Entrance" [ target(target_destination) : "Destination" cost(integer) : "Cost" mode(choices) : "Teleporter Mode" : 0 = [ 0: "Patch 1.0.4" 1: "Linked (Der Riese)" 2: "Timed (Kino der Toten)" ] target2(target_destination) : "[Linked/Timed] Pad" tpTimer(integer) : "[Timed] Time before return" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(107 29 20) model("models/props/mainframe_pad.mdl") = func_teleporter_destination : "Teleporter Destination" [ targetname(target_source) : "Name" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(171 73 252) model("models/props/mainframe_pad.mdl") = func_teleporter_timed : "Teleporter Timed Destination" [ targetname(target_source) : "Name" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(62 0 132) model("models/props/mainframe_pad.mdl") = func_teleporter_pad : "Teleporter Pad" [ targetname(target_source) : "Name" ] @PointClass color(114 224 172) model({"path" : model, "skin" : skin}) = func_ending : "Buyable Ending" [ model(model) : "Model" : "models/props/" skin(integer) : "Skin" : 0 cost(integer) : "Cost" : 0 ] // // NZP Misc Items // @baseclass base(Target, Targetname) = Item [ message(string) : "Message" ] @PointClass size(-9 -9 -4, 9 9 4) base(Item) color(35 67 36) model({{ model != Null -> model, {"path":"models/props/radio.mdl"} }}) = item_radio : "Radio" [ model(string) : "Model" : "models/props/radio.mdl" mins(vector) : "Bounding Box Mins" : "-8 -8 -4" maxs(vector) : "Bounding Box Maxs" : "8 8 4" tune(string) : "tune" length(integer) : "length" spawnflags(Flags) = [ 1 : "Play Once" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Item) color(141 85 29) model("models/props/teddy.mdl") = teddy_spawn : "Teddy spawn location" [] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) model({{ model != Null -> model, {"path":"models/machines/hl_scale/zapper/z_switch.mdl"} }}) = zapper_switch : "Electro-Shock Activation Switch" [ model(string) : "Model" : "models/machines/hl_scale/zapper/z_switch.mdl" skin(integer) : "Skin" : 0 cost(integer) : "Cost" : 1000 zappername(string) : "Zapper Name" mode(choices) : "Cooldown Mode" : 0 = [ 0: "Timed Cooldown (Der Riese)" 1: "End of Round Cooldown (Verruckt)" ] cooldown(integer) : "Cooldown Time (s)" : 30 calc_time(integer) : "Lasting Time (s)" : 60 spawnflags(Flags) = [ 1 : "Requires Power" : 0 ] ] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) model({{ model != Null -> model, {"path":"models/machines/hl_scale/zapper/z_zap.mdl"} }}) = zapper_node : "Electro-Shock Node" [ model(string) : "Model" : "models/machines/hl_scale/zapper/z_zap.mdl" skin(integer) : "Skin" : 0 zappername(string) : "Zapper Name" targetname(target_source) : "Name" target(target_destination) : "Target" ] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) model({{ model != Null -> model, {"path":"models/machines/hl_scale/zapper/z_light.mdl"} }}) = zapper_light : "Electro-Shock Node" [ model(string) : "Model" : "models/machines/hl_scale/zapper/z_light.mdl" skin(integer) : "Skin" : 0 zappername(string) : "Zapper Name" ] @SolidClass = trigger_electro : "Zapper trigger field" [ zappername(string) : "Zapper Name" ] // //NZP Misc // @PointClass color(114 224 172) model({"path" : model, "skin" : skin}) = trigger_song : "Song trigger" [ model(model) : "Model" : "models/props/" skin(integer) : "Skin" : 0 tune(string) : "Trigger Sound" : "sounds/" spawnflags(Flags) = [ 1 : "Fullbright" : 0 ] ] // // NZP Perk Machines // // Jugger-Nog @PointClass size(-16 -16 -32, 16 16 56) base(Item, Target) color(107 29 20) model({{ model != Null -> model, {"path":"models/machines/hl_scale/juggernog.mdl"} }}) = perk_juggernog : "Jugger-Nog" [ model(model) : "Model" : "models/machines/hl_scale/juggernog.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 2500 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 1 256: "Lime Light" : 0 512: "Yellow Light" : 0 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // PhD Flopper @PointClass size(-16 -16 -32, 16 16 56) base(Item, Target) color(131 63 148) model({{ model != Null -> model, {"path":"models/machines/hl_scale/flopper.mdl"} }}) = perk_flopper : "PhD Flopper" [ model(model) : "Model" : "models/machines/hl_scale/flopper.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 2000 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 0 512: "Yellow Light" : 1 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Double Tap Root Beer @PointClass size(-16 -16 -32, 16 16 40) base(Item, Target) color(214 203 1) model({{ model != Null -> model, {"path":"models/machines/hl_scale/double_tap_2.mdl"} }}) = perk_double : "Double Tap Root Beer" [ model(model) : "Model" : "models/machines/hl_scale/double_tap_2.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 2000 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 0 512: "Yellow Light" : 1 1024: "No damage increase (Double-Tap 1.0)" : 0 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Speed Cola @PointClass size(-24 -24 -32, 24 24 56) base(Item, Target) color(0 117 58) model({{ model != Null -> model, {"path":"models/machines/hl_scale/speed_cola.mdl"} }}) = perk_speed : "Speed Cola" [ model(model) : "Model" : "models/machines/hl_scale/speed_cola.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 3000 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 1 512: "Yellow Light" : 0 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Quick Revive @PointClass size(-16 -16 -32, 16 16 32) base(Item, Target) color(129 172 254) model({{ model != Null -> model, {"path":"models/machines/hl_scale/quick_revive.mdl"} }}) = perk_revive : "Quick Revive" [ model(model) : "Model" : "models/machines/hl_scale/quick_revive.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 500 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 1500 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 3 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : -1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 1 128: "Pink Light" : 0 256: "Lime Light" : 0 512: "Yellow Light" : 0 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Stamin-Up @PointClass size(-24 -24 -32, 24 24 48) base(Item, Target) color(254 198 65) model({{ model != Null -> model, {"path":"models/machines/hl_scale/staminup.mdl"} }}) = perk_staminup : "Stamin-Up" [ model(model) : "Model" : "models/machines/hl_scale/staminup.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 2000 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 0 512: "Yellow Light" : 1 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Deadshot Daiquiri @PointClass size(-24 -24 -32, 24 24 56) base(Item, Target) color(0 35 10) model({{ model != Null -> model, {"path":"models/machines/hl_scale/deadshot.mdl"} }}) = perk_deadshot : "Deadshot Daiquiri" [ model(model) : "Model" : "models/machines/hl_scale/deadshot.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 1500 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 0 512: "Yellow Light" : 1 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] // Mule Kick @PointClass size(-24 -24 -32, 24 24 56) base(Item, Target) color(0 117 58) model({{ model != Null -> model, {"path":"models/machines/hl_scale/mulekick.mdl"} }}) = perk_mule : "Mule Kick" [ model(model) : "Model" : "models/machines/hl_scale/mulekick.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Normal)" : 4000 cost2(integer) : "Perk Cost (Co-Op, 0 for no change)" : 0 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(string) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 31 perk_purchase_limit_solo(integer) : "Maximum amount of uses before leave (solo)" : 0 perk_purchase_limit_coop(integer) : "Maximum amount of uses before leave (co-op)" : 0 perk_requires_power_solo(integer) : "-1 for Always On, 1 for Power Switch dependency (solo)" : 1 perk_requires_power_coop(integer) : "-1 for Always On, 1 for Power Switch dependency (coop)" : 1 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 64: "Cyan Light" : 0 128: "Pink Light" : 0 256: "Lime Light" : 1 512: "Yellow Light" : 0 2048: "Allow Purchase while Prone" : 0 4096: "Silent leave (no animation)" : 0 ] ] @PointClass size(-32 -32 -32, 32 32 56) base(Item) color(125 196 187) model({{ model != Null -> model, {"path":"models/machines/hl_scale/pap/p_machine.mdl"} }}) = perk_pap : "Pack-A-Punch" [ model(model) : "Model" : "models/machines/hl_scale/pap/p_machine.mdl" skin(integer) : "Skin" : 0 oldorigin(vector) : "Floating Weapon Offset" : "0 0 2" oldz(integer) : "Floating Weapon forward velocity" : 30 weapon2model(string) : "Roller Model" : "models/machines/hl_scale/pap/p_roller.mdl" box1(vector) : "Roller Offset" : "7.5 0.1 6.0" door_model_name(string) : "Flag Model" : "models/machines/hl_scale/pap/p_flag.mdl" box3(vector) : "Flag Offset" : "-18 -31.7 18" box2(vector) : "Spark Offset" : "17 0 6" cost(integer) : "Cost" : 5000 oldmodel(string) : "Upgrade Sound" : "sounds/machines/packapunch/upgrade.wav" spawnflags(Flags) = [ 1: "Use Rollers": 1 2: "Use Flag" : 1 4: "No Spark" : 0 ] ] @PointClass size(-24 -24 -32, 24 24 56) base(Item) color(0 117 58) model("models/machines/hl_scale/speed_cola.mdl") = perk_random : "Random Perk-a-Cola" [ spawnflags(Flags) = [ 1 : "Enable Quick Revive" : 1 2 : "Enable Jugger-Nog" : 1 4 : "Enable Speed Cola" : 1 8 : "Enable Double Tap" : 1 16: "Enable PhD Flopper" : 1 32: "Enable Stamin-Up" : 1 64: "Enable Deadshot Daiquiri" : 1 128: "Enable Mule Kick" : 1 ] ] // // NZP Weapons // @PointClass size(-32 -8 -8, 32 8 8) base(Item) color(141 85 29) model({{ model != Null -> model, {"path":"models/machines/mystery.mdl"} }}) = mystery_box : "Mystery Box" [ model(model) : "Model" : "models/machines/mystery.mdl" weapon2model(model) : "Light Model" : "models/machines/mglow$.mdl" cost(integer) : "Cost" : 950 oldmodel(string) : "Open Sound" : "sounds/machines/mbox_open.wav" powerup_vo(string) : "Close Sound" : "sounds/machines/mbox_close.wav" spawnflags(Flags) = [ 1 : "Not here" : 0 2 : "No Light" : 0 ] ] @PointClass size(-32 -8 -8, 32 8 8) base(Item) color(151 104 34) model("models/machines/mystery.mdl") = mystery_box_tp_spot : "Mystery Box Possible Spawn Point" [] @PointClass size(-28 -28 -64, 28 28 40 ) base(Item) color(114 224 172) model({{ model != Null -> model, {"path":"models/misc/window.mdl"} }}) = item_barricade : "Window Barricade" [ model(model) : "Model" : "models/misc/window.mdl" skin(integer) : "Skin" : 0 health(integer) : "Starting Boards (-1 for none)" : 6 health_delay(integer) : "Max/Repairable Boards" : 6 oldmodel(string) : "Rebuild Sound" : "sounds/misc/barricade.wav" aistatus(string) : "Destroy Sound" : "sounds/misc/barricade_destroy.wav" spawnflags(Flags) = [ 1 : "No boards/Not Repairable" : 0 ] ] @PointClass size(-16 -16 -16, 16 16 51 ) base(Item) color(147 132 108) model({{ model != Null -> model, {"path":"models/machines/hl_scale/power_switch.mdl"} }}) = power_switch : "Power Switch" [ model(string) : "Model" : "models/machines/hl_scale/power_switch.mdl" skin(integer) : "Skin" : 0 oldmodel(string) : "Activation Sound" : "sounds/machines/power.wav" ] @PointClass color(114 224 172) model({"path" : model, "skin" : skin}) = place_model : "Place a Model" [ model(model) : "Model" : "models/props/" skin(integer) : "Skin" : 0 sequence(integer) : "Frame" : 0 spawnflags(Flags) = [ 1 : "Fullbright" : 0 2 : "Not on PSP" : 0 ] ] @PointClass color(114 224 172) = place_fire : "Place a fire effect" [ frame(choices) : "Size" : 111 = [ 111: "Small" 112: "Big" ] ] @PointClass base(Targetname) color(114 224 172) model({"path" : "models/misc/chalk.mdl", "frame" : sequence}) = weapon_wall : "Wall weapon for buy_weapon" [ sequence(choices) : "Weapon" : 0 = [ 0: "Colt M1911" 1: "Kar 98k" 2: "Thompson" 3: ".357 Magnum" 4: "BAR" 5: "Ballistic Knife" 6: "Browning M1919" 7: "Double-Barreled Shotgun" 8: "FG42" 9: "Gewehr 43" 10: "Scoped Kar 98k" 11: "M1 Garand" 12: "M1A1 Carbine" 13: "M2 Flamethrower" 14: "MP40" 15: "MG42" 16: "Panzerschrek" 17: "PPSh-41" 18: "PTRS-41" 19: "Ray Gun" 20: "Sawed-Off Shotgun" 21: "STG-44" 22: "M1897 Trench Gun" 23: "Type 100" 28: "MP5K" 29: "Springfield" 27: "Wunderwaffe DG-2" 24: "Bowie Knife" 25: "Stielhandgranate" 26: "Bouncing Betties" ] model(string) : "World Model" : "models/GModels/" ] @PointClass base(Targetname) color(114 224 172) model({{ model != Null -> model, {"path":"models/props/barrel_m.mdl"} }}) = explosive_barrel : "Barrel that can explode when shot at" [ model(string) : "Model" : "models/props/barrel_m.mdl" health(integer) : "Health" : 300 oldmodel(string) : "sounds/weapons/grenade/explode.wav" skin(choices) : "Color" : 0 = [ 0: "Green" 1: "Grey" 2: "Dark Grey" ] ] //JUKKI DOOR @SolidClass base(Targetname) = buy_weapon : "buy_weapon" [ weapon(choices) : "Weapon" : 0 = [ 1: "Colt M1911" 2: "Kar 98k" 3: "Thompson" 4: ".357 Magnum" 5: "BAR" 6: "Ballistic Knife" 7: "Browning M1919" 8: "Double-Barreled Shotgun" 9: "FG42" 10: "Gewehr 43" 11: "Scoped Kar 98k" 12: "M1 Garand" 13: "M1A1 Carbine" 14: "M2 Flamethrower" 15: "MP40" 16: "MG42" 17: "Panzerschrek" 18: "PPSh-41" 19: "PTRS-41" 20: "Ray Gun" 21: "Sawed-Off Shotgun" 22: "STG-44" 23: "M1897 Trench Gun" 24: "Type 100" 54: "MP5K" 58: "Springfield" 56: "Wunderwaffe DG-2" 28: "Mustang & Sally (Colt M1911)" 36: "Armageddon (Kar 98k)" 38: "Gibs-O-Matic (Thompson)" 29: ".357 Plus 1 K1L-u (.357 Magnum)" 52: "The Widow Maker (BAR)" 46: "B115 Accelerator (Browning M1919)" 43: "24 Bore Long Range (Double-Barreled Shotgun)" 44: "420 Impeller (FG42)" 30: "G115 Compressor (Gewehr)" 49: "Headcracker (Scoped Kar 98k)" 31: "M1000 (M1 Garand)" 34: "Widdershins RC-1 (M1A1 Carbine)" 35: "F1W Nitrogen Cooled (M2 Flamethrower)" 40: "The Afterburner (MP40)" 45: "Barracuda FU-A11 (MG42)" 50: "Longinus (Panzerschreck)" 48: "The Reaper (PPSh-41)" 51: "The Penetrator (PTRS-41)" 33: "Porter's X2 Ray Gun (Ray Gun)" 42: "The Snuff Box (Sawed-Off Shotgun)" 41: "Spatz-447 + (Stg-44)" 47: "Gut Shot (M1897 Trench Gun)" 39: "1001 Samurais (Type 100)" 32: "MP115 Kollider (MP5K)" 59: "Pulverizer (Springfield)" 57: "Wunderwaffe DG-3 JZ (Wunderwaffe DG-2)" 25: "Bowie Knife" 26: "Stielhandgranate" 27: "Bouncing Betties" 99: "Universal Ammunition" ] cost(integer) : "Cost" : 0 cost2(integer) : "Ammo Cost" : 0 target(target_destination) : "Target" ] // // NZP Monsters // @baseclass base(Target, Targetname) color(220 0 0) = Monster [ ] //@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : //"Grunt" [] @PointClass base(Monster) size(-16 -16 -32, 16 16 16) model("models/ai/dog.mdl") = spawn_dog : "Hellhound" [ spawnflags(Flags) = [ 1 : "inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 -32, 16 16 40) model("models/ai/zfull.mdl") = spawn_zombie : "zombie respawn" [ spawnflags(Flags) = [ 1 : "inactive" : 0 2 : "ground rise" : 0 4 : "Start inside" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -32, 8 8 8) color(121 130 62) = path_corner : "Zombie Path When Walking to Window" [ target(target_source) : "Next stop target" wait(integer) : "Wait" : 0 spawnflags(Flags) = [ 1 : "Set inside" : 0 ] ] // // Trigger Commands // @SolidClass base(Targetname) = trigger_command : "Triggered Client Command" [ message(string) : "Command" ] @PointClass base(Targetname) color(256 256 0) = info_command : "Triggered Server Command" [ message(string) : "Command" ] // // Misc Objects // @PointClass color(128 128 128) = func_model: "Custom map model" [ model(string) : "Location" ] //@SolidClass = wooden_crate: "Breakable Wooden Crate" [] // // Lights // @baseclass color(255 255 40) = Light [ _light(integer) : "Brightness" : 300 _light(color255) : "Brightness" : "255 255 128 200" wait(integer) : "Fade distance multiplier" : 1 delay(choices) : "Attenuation" = [ 0 : "Linear falloff (Default)" 1 : "Inverse distance falloff" 2 : "Inverse distance squared" 3 : "No falloff" ] mangle(string) : "Spotlight angle" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] ] @PointClass iconsprite("sprites/light_environment.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) iconsprite("sprites/lightbulb.spr") = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluoro : "Fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluorospark : "Sparking fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_globe : "Globe light" [] @PointClass size(-8 -8 -12, 8 8 20) base(Light, Target, Targetname) = light_flame_large_yellow : "Large yellow flame" [] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_flame_small_yellow : "Small yellow flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_flame_small_white : "Small white flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_torch_small_walltorch : "Small walltorch" [] @PointClass size(-4 -4 -12, 4 4 20) base(Targetname, Target, Angles) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 128 200" _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom Appearance" ] // // misc // @SolidClass = func_illusionary : "Static model" [ rendermode(integer) : "rendermode" : 4 renderamt(integer) : "renderamt" : 255 ] //@PointClass = func_illusionary2 : "Static model" //[ // frame(integer) // model(string) //] // // ambient sounds // //@PointClass = ambient_drip : "Dripping sound" [] //@PointClass = ambient_drone : "Engine/machinery sound" [] //@PointClass = ambient_comp_hum : "Computer background sounds" [] //@PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" [] //@PointClass = ambient_light_buzz : "Buzzing sound from light" [] //@PointClass = ambient_suck_wind : "Wind sound" [] //@PointClass = ambient_swamp1 : "Frogs croaking" [] //@PointClass = ambient_swamp2 : "Frogs croaking B" [] //@PointClass = ambient_thunder : "Thunder sound" [] // // moving things // @SolidClass base(Targetname, Target) = func_door : "Basic door" [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "No sounds" 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" 5: "Custom sounds" ] noise2(string) : "Move sound" noise1(string) : "Stop sound" wait(string) : "Delay before close" : "4" lip(integer) : "Lip" : 8 dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Gold Key required" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 ] ] //JUKKI DOOR @SolidClass base(Targetname, Target) = func_door_nzp : "nzp door" [ wayTarget(string) : "Waypoint Target" speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "No sounds" 1: "Debris" 2: "Wood" ] noise2(string) : "Move sound" noise1(string) : "Stop sound" wait(string) : "Delay before close" : "4" lip(integer) : "Lip" : 8 distance(integer) : "Distance (deg)" : 90 dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 cost(integer) : "cost to open (0 no need)" : 0 spawnflags(flags) = [ 4 : "Don't link" : 0 8 : "Debris" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 64 : "Requires Power" : 0 128: "Dont Remove" : 0 256: "Rotating (ignore lip)" : 0 ] ] @SolidClass base(Targetname) = func_wall : "Wall" [ alpha(string) : "Transparency (0.1 - 1.0)" rendermode(integer) : "rendermode" : 4 renderamt(integer) : "renderamt" : 255 spawnflags(Flags) = [ 4 : "Glass" : 0 ] ] // func_detail // Similar in function to the func_detail in Source, though it is still subject to the bsp file format. @SolidClass = func_detail : "Detail brushes" [ // You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details. zhlt_detaillevel(integer) : "Detail level" : 1 // For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes. zhlt_chopdown(integer) : "Lower its level to chop others" : 0 // Usually you don't have to use this. zhlt_chopup(integer) : "Raise its level to get chopped" : 0 // For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear. zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0 // Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem. zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1 // Very useful option which can reduce clipnode count. zhlt_noclip(choices) : "Passable" : "" = [ "": "No" 1: "Yes" ] ] @PointClass size(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter" [ spawnflags(flags) = [ 1 : "Togglable" : 0 2 : "Looping" : 1 4 : "Step" : 0 8 : "Reset" : 0 16 : "Random" : 0 32 : "Finishcount" : 0 64 : "Start On" : 1 ] count(integer) : "# of entities to trigger" wait(string) : "Sec. between each triggering" : "0.2" delay(string) : "Delay before first trigger" killtarget(string) : "Killtarget" killtarget2(string) : "Killtarget #2" ] @PointClass base(Targetname, Target) = func_oncount : "Counter Target" [ count(integer) : "# to Trigger On" : 1 delay(integer) : "Trigger Delay" ] @SolidClass base(Target) = trigger_damagethreshold : "Damage Threshold Trigger" [ spawnflags(flags) = [ 1 : "Multiple Use" : 0 2 : "Invisible" : 0 ] health(integer) : "Damage Threshold" : 60 ] @SolidClass base(Targetname, Target, func_rubble) = func_breakawaywall : "Break Away Wall" [ spawnflags(flags) = [ 1 : "explode" : 0 2 : "Use Particles" : 0 ] cnt(integer) : "Ent id # for using Counter" ] @SolidClass base(Targetname) = func_button : "Button" [ speed(integer) : "Speed" : 40 lip(integer) : "Lip" : 4 target(target_source) : "Targetted object" health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(string) : "Delay before reset" : "1" delay(string) : "Delay before trigger" message(string) : "Message" ] @SolidClass base(Targetname) = func_train : "Moving platform" [ sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] speed(integer) : "Speed (units per second)" : 64 target(target_source) : "First stop target" dmg(integer) : "Damage on crush" : 0 ] @SolidClass base(Targetname) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1 : "Low trigger" : 0 ] speed(integer) : "Speed" : 150 height(integer) : "Travel altitude (can be negative)" : 0 sounds(choices) : "Sound group" : 1 = [ 0: "None" 1: "Base fast" 2: "Chain Slow" ] ] // // triggers // @baseclass base(Target, Targetname) = Trigger [ sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" 4 : "Set message to text string" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" ] @baseclass base(Target, Targetname) = TriggerVoice [ sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Start" 2 : "e1m1_1" 3 : "e1m1_2" 4 : "e1m1_3" 5 : "e1m1_4" 6 : "e1m2_1" 7 : "e1m2_2" 8 : "e1m2_3" 9 : "e1m3_1" 10 : "e1m3_2" 11 : "e1m3_3" 12 : "e1m4_1" 13 : "e1m5_1" 14 : "e1m5_2" 15 : "e1m5_3" 16 : "e1m6_1" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" ] @BaseClass = Soundplaying [ speed(choices) : "Attonation" : 1 = [ 0: "None" 1: "Normal" 2: "Idle" 3: "Static" ] volume(integer) : "Volume" : 1 impulse(choices) : "Channel" : 0 = [ 0: "Auto" 1: "Weapon" 2: "Voice" 3: "Item" 4: "Body" 5: "5" 6: "6" 7: "7" ] ] @PointClass base(Targetname, Soundplaying) = ambient_generic : "Universal Ambient Sound" [ spawnflags(flags) = [ 0: "Medium radius" 1: "Everywhere" 2: "Small (Idle)" 4: "Medium (static)" 8: "Large (normal)" 16: "Start Silent" 32: "Not looping" ] volume(integer) : "Volume" : 1 message(string) : "Ambient Sound" ] @PointClass base(Targetname) = trigger_atroundend : "Trigger at End of Round" [ health(integer) : "Round to Activate on" : 0 ] @PointClass base(Targetname, Soundplaying) = ambient_bgm : "Back Ground Music" [ spawnflags(flags) = [ 1 : "Start On" : 0 ] noise1(string) : "Intro wav" button1(string) : "Intro length (in seconds)" noise2(string) : "Looped wav" button2(string) : "Loop length (-1 for no looping)" waitmax(integer) : "Number of Loops(0 for forever)" noise3(string) : "Extro wav" target(string) : "Target when extro is done" button0(string) : "Extro length" ] @SolidClass= trigger_changelevel : "Trigger: Change level" [ map(string) : "New map name" target(target_destination) : "Target" spawnflags(flags) = [ 1: "No Intermission" : 0 ] ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_activator : "Trigger: Activate spawnpoints" [ ] @SolidClass base(Trigger) = trigger_interact : "Trigger: On Use Button" [ ] @SolidClass base(Trigger) = trigger_stuffcmd : "Trigger: Run CMD on Client (NZP)" [ message(string) : "CMD" spawnflags(flags) = [ 1: "Don't exec on Players" : 0 2: "Don't exec on Spectators" : 0 ] ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(string) : "Wait before reset" : "4" health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(TriggerVoice) = trigger_voice : "Trigger: Activate voice" [ wait(string) : "Wait before reset" : "4" health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ sounds(choices) : "Sound style" : 1 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" 4 : "Set message to text string" ] spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport" [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] ] // need updates: @PointClass base(Trigger) = trigger_relay : "Trigger relay" [ ] @SolidClass base(Targetname) = trigger_monsterjump : "Trigger monster jump" [ speed(integer) : "Jump Speed" : 200 height(integer) : "Jump Height" : 200 ] @PointClass base(Target, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1: "No Message" : 0 ] count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 ] speed(integer) : "Speed of push" : 1000 ] @SolidClass base(Targetname) = trigger_hurt : "Trigger hurt" [ dmg(integer) : "Damage" : 5 wait(integer) : "Delay before reset" message(string) : "Message" spawnflags(Flags) = [ 1: "No damage to AI/Enemies": 0 2: "No damage to clients" : 0 ] ] @SolidClass base(Targetname) = trigger_setfire : "Trigger fire effect" [ fire_timeout(integer) : "Effect Duration" : 2 spawnflags(Flags) = [ 1: "Applies to Clients": 0 2: "No damage to AI/Enemies" : 0 ] ] @SolidClass base(Targetname) = trigger_awardpoints : "Award Score to Client" [ points(integer) : "Score to add" : 25 noise(string) : "Sound to play on trigger" : "sounds/misc/ching.wav" spawnflags(Flags) = [ 1: "Requires Client to Stand": 0 2: "Requires Client to Crouch" : 0 4: "Requires Client to Prone" : 0 8: "Affected by Double Points Power-Up" : 0 ] ] @SolidClass base(Targetname) = func_rotating : "Rotateing Brush" [ ] // ##################### // # Hipnotic entities # // ##################### @SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" [] @SolidClass base(Targetname) = func_movewall : "Movable Wall, used for rotating brush collision" [ spawnflags(flags) = [ 1: "Visible" : 0 2: "Dmg on Touch" : 0 4: "Non Blocking" : 0 ] dmg(integer) : "Damage" ] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname) = func_rotate_door : "Rotating Door" [ spawnflags(flags) = [ 1: "Stay Open" : 0 ] target(target_destination) : "Name of door parts" angles(string) : "Angle to rotate door" rotate(string) : "Rotate (x y z)" speed(integer) : "Rotation Time" : 2 dmg(integer) : "Blocking Damage" : 2 deathtype(string) : "Death Message" sounds(choices) : "Sounds" : 1 = [ 0: "Custom/None" 1: "Medieval" 2: "Metal" 3: "Base" ] noise1(string) : "Stop Sound" noise2(string) : "Move Sound" noise3(string) : "Blocked Sound" killtarget(string) : "Killtarget" killtarget2(string) : "Killtarget #2" ] @PointClass base(Targetname) = func_rotate_entity : "func_rotate_entity" [ spawnflags(flags) = [ 1 : "Toggleable" : 0 2 : "Start On" : 0 ] target(target_destination) : "Rotate Object" speed(integer) : "Acceleration Time" : 0 rotate(string) : "Rate of Rotation" dmg(integer) : "Damage" deathtype(string) : "Death Message" ] @PointClass base(Targetname, Target) = path_rotate : "Path_Rotate" [ spawnflags(flags) = [ 1 : "Rotation set" : 0 2 : "Angles set" : 0 4 : "Stop" : 0 8 : "No Rotate" : 0 16 : "Cause Damage" : 0 32 : "Move Time" : 0 64 : "Set Damage" : 0 ] rotate(string) : "Rotation Speed" angles(string) : "Angles" speed(integer) : "Speed or Move Time" wait(integer) : "Wait Time" dmg(integer) : "Damage" event(string) : "Event Target" message(string) : "Event Message" noise(string) : "Stop Noise" noise1(string) : "Move Noise" ] // I don't think that these will work without the modified QBSP @PointClass base(Targetname) = func_rotate_train : "Rotating Train" [ target(target_destination) : "Name of Parts" path(string) : "First path_rotate" rotate(string) : "Rotation Speed" speed(integer) : "Speed" dmg(integer) : "Damage" deathtype(string) : "Death Message" sounds(choices) : "Sounds" : 1 = [ 0: "Sounds Specified" 1: "Ratchet Metal" ] noise(string) : "Stop Sound" noise1(string) : "Move Sound" ] @PointClass = func_clock : "Clock Hand" [ target(target_destination) : "Rotate Object" cnt(integer) : "Starting Time" count(choices) : "Revolution Time" : 60 = [ 60 : "Second Hand" 3600 : "Minute Hand" 43200 : "Hour Hand" ] event(string) : "Event to Trigger at 12" ] // Hipnotic warns that they don't work well. @SolidClass = func_pushable : "Pushable Walls" [] @PointClass = wallsprite : "Wall Sprite" [ model(string) : "Sprite Model" : "progs/s_blood1.spr" ] @PointClass base(Angle, Target, Targetname) size(32 32 32) color(255 128 0) model({"path" : model, "skin" : skin, "frame": frame}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model. mdl: The model to display. Can be of type mdl, bsp, or spr. frame: Single frame to display. Can also be used to offset the animation. first_frame: The starting frame of the animation. last_frame: The last frame of the animation. speed: The frames per second of animation. Divide 1 by the fps for this value (default 0.1). angles: pitch roll yaw (up/down, angle, tilt left/right) NOTE: set angle value to 0 if using angles key to rotate mdls" [ skin(integer) : "Skin index (default 0)" : : "Skin index (default 0) Use this when your custom model has more than one skin to select" model(string) : "Model Selection (ex progs/model.mdl)" frame(integer) first_frame(integer) last_frame(integer) speed(integer) : "1 divided by frames per second (default 0.1)" angles(integer) : "set 'angle' to 0 if this is used" mdlsz(integer) : "Entity size (x y z)" centeroffset(integer) : "Model center offset" spawnflags(flags) = [ 1: "Gravity" : 0 2: "Solid" : 0 4: "Back and forth" : 0 8: "Only once" : 0 16: "Play count times" : 0 32: "Start Hidden" : 0 64: "Fullbright" : 0 ] ] @PointClass = zombie_horde_point : "Hording spot for Zombies" [] @PointClass base(Targetname, Target) = game_counter : "Fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 1 ] master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(Targetname, Target) = game_songplay : "Plays a track from tracks/ when triggered." [ aistatus(string) : "Track name (looks in nzp/tracks/)" cost(integer) : "Track duration (seconds)" : 0 ]