assets/source/maps/fgd/hl-nzp.fgd

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//
// Nazi Zombies: Portable HAMMER-FGD
// ===================================================
// This FGD file is intended for use with Hammer-based,
// map editors, please use tb-nzp.fgd for Trenchbroom.
//
//
// 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) studio("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) studio("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) studio("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) studio("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) studio("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) studio("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) studio("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) studio("models/props/mainframe_pad.mdl") = func_teleporter_pad : "Teleporter Pad"
[
targetname(target_source) : "Name"
]
@PointClass color(114 224 172) studio() = func_ending : "Buyable Ending"
[
model(studio) : "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) studio() = item_radio : "Radio"
[
model(studio) : "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) studio("models/props/teddy.mdl") = teddy_spawn : "Teddy spawn location" []
@PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) studio() = zapper_switch : "Electro-Shock Activation Switch"
[
model(studio) : "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) studio() = zapper_node : "Electro-Shock Node"
[
model(studio) : "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) studio() = zapper_light : "Electro-Shock Node"
[
model(studio) : "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) studio() = trigger_song : "Song trigger"
[
model(studio) : "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) studio() = perk_juggernog : "Jugger-Nog"
[
model(studio) : "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(studio) : "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) studio() = perk_flopper : "PhD Flopper"
[
model(studio) : "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(studio) : "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) studio() = perk_double : "Double Tap Root Beer"
[
model(studio) : "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(studio) : "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) studio() = perk_speed : "Speed Cola"
[
model(studio) : "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(studio) : "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) studio() = perk_revive : "Quick Revive"
[
model(studio) : "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(studio) : "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) studio() = perk_staminup : "Stamin-Up"
[
model(studio) : "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(studio) : "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) studio() = perk_deadshot : "Deadshot Daiquiri"
[
model(studio) : "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(studio) : "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) studio() = perk_mule : "Mule Kick"
[
model(studio) : "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(studio) : "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) studio("models/machines/hl_scale/pap/p_machine.mdl") =
perk_pap : "Pack-A-Punch"
[
model(studio) : "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) studio("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) studio() =
mystery_box : "Mystery Box"
[
model(studio) : "Model" : "models/machines/mystery.mdl"
weapon2model(studio) : "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) studio("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) studio() = item_barricade : "Window Barricade"
[
model(studio) : "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) studio() = power_switch : "Power Switch"
[
model(studio) : "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) studio() = place_model : "Place a Model"
[
model(studio) : "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) studio("models/misc/chalk.mdl") = 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(studio) : "World Model" : "models/GModels/"
]
@PointClass base(Targetname) color(114 224 172) studio() = explosive_barrel : "Barrel that can explode when shot at"
[
model(studio) : "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) studio("models/ai/dog.mdl") = spawn_dog : "Hellhound"
[
spawnflags(Flags) =
[
1 : "inactive" : 0
]
]
@PointClass base(Monster) size(-16 -16 -32, 16 16 40) studio("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(-8 -8 -8, 8 8 8) 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(0 0 0, 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_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_activator : "Trigger: Activate spawnpoints"
[
]
@SolidClass base(Trigger) = trigger_interact : "Trigger: On Use Button"
[
]
@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 damage"
[
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 size(32 32 32) studio() color(255 128 0) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model. 'frame' can also be used to offset the animation. 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(studio) : "Model Selection (ex progs/model.mdl)"
frame(integer) : "Single Frame to Display"
first_frame(integer) : "Start Animation Frame"
last_frame(integer) : "Last Animation Frame"
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
]