ns/releases/3.05/ns.fgd

2383 lines
61 KiB
Text
Raw Normal View History

//
// Natural Selection game definition file (.fgd)
// Version 2.1
// for Valve Hammer Editor 3.5 and above, and Half-Life 1.1.1.0 and above
// last update: 7/29/03, Andrew Weldon (aweldon@planethalflife.com)
//
//
// NS20 - NS FGD v. 2.1
// - Adjusted FGD information to be current to 2.1 version number.
//
// NS11 - NS FGD v. 1.1
// - Added Valve Hammer Editor 3.5 model rendering support for
// cycler, cycler_weapon, info_player_start, team_hive,
// team_command, and func_resource.
// - Added "Angles" base class to fgd and relevant entities.
// - Removed unnecessary Half-Life single player entities.
// - Removed standard Half-Life turret and mortar-related entities.
// - Added support for MHLT Custom Build 1.7 of ZHLT 2.5.3 For further
// information on these features, refer to your MHLT 1.7 documentation.
// - Added support for XP-Cagey's tool modifications. *This should
// also allow for theoretical MHLT 1.8 support* For further
// information on these features, please refer to your zhlt17p8 documentation.
// - Added original ZHLT-specific keyvalues to applicable entities.
// - Removed old Half-Life fgd changelogs (Changes are viewable in
// standard Half-Life .fgd and mostly irrelevant to NS-specific
// work). Can be re-added at a later date if deemed necessary.
// - Removed env_fog for compatibility reasons.
// - Uncommented "Momentary open time" and "Momentary close time" in
// trigger_precence [sic].
//
// NOTE ON ADDITION OF ZHLT LIGHTFLAGS:
// The ZHLT lightflags can be added to any brush entity. In most cases,
// this should not include movable/toggleable geometry, but there
// are some applications where this is necessary. As such, I've gone ahead
// and added them to all visible brush entities despite some that seem
// almost counter-intuitive. This is only for the sake of people who do
// find uses for the flags on these entities. Smart and careful use of
// these flags will give the best results.
//
// NOTE ON ADDITION OF TOGGLEABLE TEXTURE LIGHTING:
// The ability to toggle textured lights has only been added on non-moving
// brushes, with the exception of the func_button. Use of this feature on a
// moving brush is not recommended, but if you find it necessary to do so,
// simply refer to instructions.html in your MHLT directory for information
// on how to set up the functionality yourself. This is a safeguard against
// inexperienced users attempting to implement textured lighting on a moving brush.
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height"
MaxRange(string) : "Max viewable distance" : "4096"
chaptertitle(string) : "Chapter Title Message"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
gametitle(choices) : "Display game title" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
mapteams(string) : "Map Team List"
defaultteam(choices) : "Default Team" : 0 =
[
0 : "Fewest Players"
1 : "First Team"
]
]
//
// BaseClasses
//
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo []
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags) = Weapon []
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass base(Appearflags) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass base(Target, Targetname, RenderFields) color(0 200 200) = Monster
[
TriggerTarget(String) : "TriggerTarget"
TriggerCondition(Choices) : "Trigger Condition" : 0 =
[
0 : "No Trigger"
1 : "See Player, Mad at Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
10: "See Player Unconditional"
11: "See Player, Not In Combat"
]
spawnflags(Flags) =
[
1 : "WaitTillSeen" : 0
2 : "Gag" : 0
4 : "MonsterClip" : 0
16: "Prisoner" : 0
128: "WaitForScript" : 0
256: "Pre-Disaster" : 0
512: "Fade Corpse" : 0
]
]
@BaseClass = TalkMonster
[
UseSentence(String) : "Use Sentence"
UnUseSentence(String) : "Un-Use Sentence"
]
@BaseClass size(-16 -16 -16, 16 16 16) = gibshooterbase
[
targetname (target_source) : "Name"
// how many pieces to create
m_iGibs(integer) : "Number of Gibs" : 3
// delay (in seconds) between shots. If 0, all gibs shoot at once.
delay(string) : "Delay between shots" : "0"
// how fast the gibs are fired
m_flVelocity(integer) : "Gib Velocity" : 200
// Course variance
m_flVariance(string) : "Course Variance" : "0.15"
// Time in seconds for gibs to live +/- 5%
m_flGibLife(string) : "Gib Life" : "4"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 128 200"
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
_fade(integer) : "Fade (ZHLT)"
_falloff(integer) : "Falloff 1-2 (ZHLT)"
]
@BaseClass base(Targetname,Global) = Breakable
[
target(target_destination) : "Target on break"
health(integer) : "Strength" : 1
material(choices) :"Material type" : 0 =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Cinder Block"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
explosion(choices) : "Gibs Direction" : 0 =
[
0: "Random"
1: "Relative to Attack"
]
delay(string) : "Delay before fire" : "0"
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
1: "Battery"
2: "Healthkit"
3: "9mm Handgun"
4: "9mm Clip"
5: "Machine Gun"
6: "Machine Gun Clip"
7: "Machine Gun Grenades"
8: "Shotgun"
9: "Shotgun Shells"
10: "Crossbow"
11: "Crossbow Bolts"
12: "357"
13: "357 clip"
14: "RPG"
15: "RPG Clip"
16: "Gauss clip"
17: "Hand grenade"
18: "Tripmine"
19: "Satchel Charge"
20: "Snark"
21: "Hornet Gun"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass base(Appearflags, Targetname, RenderFields, Global) = Door
[
killtarget(target_destination) : "KillTarget"
speed(integer) : "Speed" : 100
master(string) : "Master"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "Servo (Sliding)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "Clang with brake"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
wait(integer) : "delay before close, -1 stay open " : 4
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
target(target_destination) : "Target"
delay(integer) : "Delay before fire"
netname(string) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Only" : 0
512: "Monsters Can't" : 0
// These flags were going to go in, but are currently implemented.
// You can make a door invisible on the ground by using a func_seethrough and setting player alpha to 0
//1024: "Fade for commander" : 0
//2048: "Invisible from ground" : 0
]
// NOTE: must be duplicated in BUTTON
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
]
@BaseClass base(Targetname, Target, RenderFields, Global) = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
]
// Mainly for use with 1009 team settings (game_team_master)
master(string) : "(Team) Master"
yawrate(string) : "Yaw rate" : "30"
yawrange(string) : "Yaw range" : "180"
yawtolerance(string) : "Yaw tolerance" : "15"
pitchrate(string) : "Pitch rate" : "0"
pitchrange(string) : "Pitch range" : "0"
pitchtolerance(string) : "Pitch tolerance" : "5"
barrel(string) : "Barrel Length" : "0"
barrely(string) : "Barrel Horizontal" : "0"
barrelz(string) : "Barrel Vertical" : "0"
spritesmoke(string) : "Smoke Sprite" : ""
spriteflash(string) : "Flash Sprite" : ""
spritescale(string) : "Sprite scale" : "1"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing persistence" : "1"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
_minlight(string) : "Minimum light level"
]
@BaseClass = PlatSounds
[
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange
[
height(integer) : "Travel altitude" : 0
spawnflags(flags) =
[
1: "Auto Activate train" : 0
2: "Relink track" : 0
8: "Start at Bottom" : 0
16: "Rotate Only" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
rotation(integer) : "Spin amount" : 0
train(target_destination) : "Train to switch"
toptrack(target_destination) : "Top track"
bottomtrack(target_destination) : "Bottom track"
speed(integer) : "Move/Rotate speed" : 0
]
@BaseClass base(Target, Targetname) = Trigger
[
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
delay(string) : "Delay before trigger" : "0"
message(string) : "Message (set sound too!)"
spawnflags(flags) =
[
1: "Monsters" : 0
2: "No Clients" : 0
4: "Pushables": 0
]
]
@BaseClass = Angles [
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass = ZHLTLightFlags [
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 = [
0: "Normal"
1: "Embedded Fix"
2: "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
]
light_origin(string) : "Light Origin (Zhlt 2.2+)"
zhlt_customshadow(string) : "Custom Shadow (MHLT)" : "0.0 0.0 0.0"
]
//
// Entities
//
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Universal Ambient"
[
message(sound) : "WAV Name"
health(integer) : "Volume (10 = loudest)" : 10
preset(choices) :"Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in"
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
spawnflags(flags) =
[
1: "Play Everywhere" : 0
2: "Small Radius" : 0
4: "Medium Radius" : 1
8: "Large Radius" : 0
16:"Start Silent":0
32:"Is NOT Looped":0
]
]
@SolidClass base(Target) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
master(string) : "Master"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
//
// cyclers
//
@PointClass base(Targetname, Angles) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler"
[
model(studio) : "Model"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Monster, Angles) size(-16 -16 -16, 16 16 16) studio() = cycler_weapon : "Weapon Cycler"
[
model(studio) : "model"
]
//
// Environmental effects
//
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "1"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "1"
damage(string) : "Damage / second" : "0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Toggle" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Shade Start" : 0
256: "Shade End" : 0
]
]
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
[
iMagnitude(Integer) : "Magnitude" : 100
spawnflags(flags) =
[
1: "No Damage" : 0
2: "Repeatable" : 0
4: "No Fireball" : 0
8: "No Smoke" : 0
16: "No Decal" : 0
32: "No Sparks" : 0
]
]
@PointClass base(Targetname) color(255 255 128) = env_global : "Global State"
[
globalstate(string) : "Global State to Set"
triggermode(choices) : "Trigger Mode" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
3 : "Toggle"
]
initialstate(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
]
spawnflags(flags) =
[
1 : "Set Initial State" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(integer) : "Scale" : 1
]
@PointClass base(Targetname) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
[
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framestart(integer) : "Starting Frame" : 0
damage(string) : "Damage / second" : "100"
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass base(Targetname, Target) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
]
messagesound(sound) : "Sound Effect"
messagevolume(string) : "Volume 0-10" : "10"
messageattenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]
@PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
]
]
@PointClass base(Targetname) = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "GlobalShake" : 0
]
amplitude(string) : "Amplitude 0-16" : "4"
radius(string) : "Effect radius" : "500"
duration(string) : "Duration (seconds)" : "1"
frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]
@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model or Sprite name" : ""
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(string) : "Gib Sprite Scale" : ""
skin(integer) : "Gib Skin" : 0
]
@PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound"
[
radius(integer) : "Radius" : 128
roomtype(Choices) : "Room Type" : 0 =
[
0 : "Normal (off)"
1 : "Generic"
2 : "Metal Small"
3 : "Metal Medium"
4 : "Metal Large"
5 : "Tunnel Small"
6 : "Tunnel Medium"
7 : "Tunnel Large"
8 : "Chamber Small"
9 : "Chamber Medium"
10: "Chamber Large"
11: "Bright Small"
12: "Bright Medium"
13: "Bright Large"
14: "Water 1"
15: "Water 2"
16: "Water 3"
17: "Concrete Small"
18: "Concrete Medium"
19: "Concrete Large"
20: "Big 1"
21: "Big 2"
22: "Big 3"
23: "Cavern Small"
24: "Cavern Medium"
25: "Cavern Large"
26: "Weirdo 1"
27: "Weirdo 2"
28: "Weirdo 3"
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(string) : "Scale" : ""
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
//
// Solid Entities
//
@SolidClass base(Breakable, RenderFields, ZHLTLightFlags) = func_breakable : "Breakable Object"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 1
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Global,Targetname, Target, RenderFields, ZHLTLightFlags, Angles) = func_button : "Button"
[
speed(integer) : "Speed" : 5
health(integer) : "Health (shootable if > 0)"
lip(integer) : "Lip"
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
11: "Buzz Off"
14: "Lightswitch"
]
wait(integer) : "delay before reset (-1 stay)" : 3
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
]
@SolidClass base(Global,RenderFields, Targetname, ZHLTLightFlags) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Door, ZHLTLightFlags, Angles) = func_door : "Basic door" []
@SolidClass base(Door, ZHLTLightFlags) = func_door_rotating : "Rotating door"
[
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Appearflags, RenderFields) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, RenderFields, Global, ZHLTLightFlags) = func_guntarget : "Moving platform"
[
speed(integer) : "Speed (units per second)" : 100
target(target_source) : "First stop target"
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, ZHLTLightFlags) = func_illusionary : "Fake Wall/Light"
[
//commanderAlpha(string) : "Alpha for commander (0-255)" : "0"
//playerAlpha(string) : "Alpha for players (0-255)" : "255"
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-7: "Volumetric Light"
]
_minlight(string) : "Minimum light level"
spawnflags(flags) =
[
1: "Invis from top down" : 0
2: "Invis from ground" : 0
]
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
]
@SolidClass base(Targetname) = func_ladder : "Ladder" []
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
m_flSpread(integer) : "Spread Radius" : 64
m_iCount(integer) : "Repeat Count" : 1
m_fControl(Choices) : "Targeting" : 0 =
[
0 : "Random"
1 : "Activator"
2 : "Table"
]
m_iszXController(target_destination) : "X Controller"
m_iszYController(target_destination) : "Y Controller"
]
@SolidClass base(Global,Appearflags, Targetname, RenderFields, ZHLTLightFlags) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
spawnflags(flags) =
[
1: "Start ON" : 0
8: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLTLightFlags, Angles) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1: "Toggle" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 50
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields, PlatSounds, ZHLTLightFlags) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, RenderFields, ZHLTLightFlags) = func_pushable : "Pushable object"
[
size(choices) : "Hull Size" : 0 =
[
0: "Point size"
1: "Player size"
2: "Big Size"
3: "Player duck"
]
spawnflags(flags) =
[
128: "Breakable" : 0
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields, ZHLTLightFlags) = func_rot_button : "RotatingButton"
[
target(target_destination) : "Targetted object"
// changetarget will change the button's target's TARGET field to the button's changetarget.
changetarget(target_destination) : "ChangeTarget Name"
master(string) : "Master"
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 21 =
[
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "0"
distance(integer) : "Distance (deg)" : 90
spawnflags(flags) =
[
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
32: "Toggle" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
256:"Touch Activates": 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(Targetname, Global, RenderFields, ZHLTLightFlags) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(sound) : "WAV Name"
spawnflags(flags) =
[
1 : "Start ON" : 0
2 : "Reverse Direction" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
16: "Acc/Dcc" : 0
32: "Fan Pain" : 0
64: "Not Solid" : 0
128: "Small Radius" : 0
256: "Medium Radius" : 0
512: "Large Radius" : 1
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, ZHLTLightFlags) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass base(ZHLTLightFlags) = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, ZHLTLightFlags) = func_tanklaser : "Brush Laser Turret"
[
laserentity(target_source) : "env_laser Entity"
]
@SolidClass base(BaseTank, ZHLTLightFlags) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(BaseTank, ZHLTLightFlags) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Global, RenderFields, ZHLTLightFlags) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Passable" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Rail 1"
2: "Rail 2"
3: "Rail 3"
4: "Rail 4"
5: "Rail 6"
6: "Rail 7"
]
wheels(integer) : "Distance between the wheels" : 50
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
]
@SolidClass = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, Global, RenderFields, ZHLTLightFlags, Angles) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
skin(integer) : "Contents" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
spawnflags(flags) =
[
8 : "Not solid" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLTLightFlags) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
]
@SolidClass base(func_wall, ZHLTLightFlags) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Door, Angles) = func_water : "Liquid"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
256:"Use Only" : 0
]
skin(choices) : "Contents" : -3 =
[
-3: "Water"
-4: "Slime"
-5: "Lava"
]
WaveHeight(string) : "Wave Height" : "3.2"
]
//
// game entities (requires Half-Life 1.0.0.9)
//
@PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
]
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname) = game_end : "End this multiplayer game"
[
master(string) : "Master"
]
@PointClass base(Targetname) = game_player_equip : "Initial player equipment"
[
spawnflags(flags) =
[
1: "Use Only" : 0
]
master(string) : "Team Master"
]
@PointClass base(Targetname) = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname) = game_player_team : "Allows player to change teams"
[
spawnflags(flags) =
[
1 : "Remove On fire" : 0
2 : "Kill Player" : 0
4 : "Gib Player" : 0
]
target(string) : "game_team_master to use"
master(string) : "Master"
]
@PointClass base(Targetname) = game_score : "Award/Deduct Points"
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname, Target) = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
]
message(string) : "Message Text"
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
effect(Choices) : "Text Effect" : 0 =
[
0 : "Fade In/Out"
1 : "Credits"
2 : "Scan Out"
]
color(color255) : "Color1" : "100 100 100"
color2(color255) : "Color2" : "240 110 0"
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
fadeout(string) : "Fade Out Time" : "0.5"
holdtime(string) : "Hold Time" : "1.2"
fxtime(string) : "Scan time (scan effect only)" : "0.25"
channel(choices) : "Text Channel" : 1 =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master"
]
@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
[
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
// master(string) : "Master"
]
@PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" []
//
// info entities
//
@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
[
texture(decal)
]
@PointClass base(Targetname) size(-24 -24 0, 24 24 16) color(20 190 60) = info_bigmomma : "Big Mamma Node"
[
spawnflags(Flags) =
[
1 : "Run To Node" : 0
2 : "Wait Indefinitely" : 0
]
target(target_destination) : "Next node"
radius(string) : "Radius" : "0"
reachdelay(string) : "Wait after approach" : "0"
killtarget(target_destination) : "KillTarget"
reachtarget(target_destination) : "Fire on approach"
reachsequence(string) : "Sequence on approach" : ""
health(string) : "Health on approach" : ""
presequence(string) : "Sequence before approach" : ""
]
@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass base(PlayerClass, Angles) size(-32 -32 -54, 32 32 54) studio("models/player/soldier/soldier.mdl") = info_player_start : "Ready room start" []
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
//
// lights
//
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, 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"
]
@PointClass base(Angles) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
_fade(integer) : "Fade (ZHLT)"
_falloff(integer) : "Falloff 1-2 (ZHLT)"
_diffuse_light(color255) : "Diffuse Light (Leave Blank for None)" : ""
]
@SolidClass base(Door) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(RenderFields, Targetname) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targetted object"
speed(integer) : "Speed" : 50
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]
@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
@PointClass base(Targetname) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport" : 0
4: "Fire once" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
wait(integer) : "Wait here (secs)" : 0
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
angles(string) : "X Y Z angles"
]
@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
//
// Triggers
//
@PointClass base(Targetx) = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 1
]
globalstate(string) : "Global State to Read"
triggerstate(choices) : "Trigger State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
]
@PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
@PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
master(string) : "Master"
count(integer) : "Count before activation" : 2
]
@SolidClass base(Targetname) = trigger_endsection : "EndSection Trigger"
[
section(string) : "Section"
spawnflags(flags) =
[
1: "USE Only" : 0
]
]
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
8: "No clients" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
master(string) : "Master"
dmg(integer) : "Damage" : 10
delay(string) : "Delay before trigger" : "0"
damagetype(choices) : "Damage Type" : 0 =
[
0 : "GENERIC"
1 : "CRUSH"
2 : "BULLET"
4 : "SLASH"
8 : "BURN"
16 : "FREEZE"
32 : "FALL"
64 : "BLAST"
128 : "CLUB"
256 : "SHOCK"
512 : "SONIC"
1024 : "ENERGYBEAM"
16384: "DROWN"
32768 : "PARALYSE"
65536 : "NERVEGAS"
131072 : "POISON"
262144 : "RADIATION"
524288 : "DROWNRECOVER"
1048576 : "CHEMICAL"
2097152 : "SLOWBURN"
4194304 : "SLOWFREEZE"
]
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(integer) : "Delay before reset" : 10
]
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" []
@SolidClass base(Trigger) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
@PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
// ZHLT 2.5.3 Merl's Custom Build 1.7 Custom Entity Support
@PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "Compile Options"
[
hlcsg(choices) : "HLCSG" : 1 =
[
1 : "Normal"
2 : "Onlyents"
0 : "Off"
]
hlbsp(choices) : "HLBSP" : 1 =
[
0 : "Off"
1 : "Normal"
2 : "Leakonly"
]
hlvis(choices) : "HLVIS" : 2 =
[
0 : "Off"
1 : "Fast"
2 : "Normal"
3 : "Full"
]
hlrad(choices) : "HLRAD" : 1 =
[
0 : "Off"
1 : "Normal"
2 : "Extra"
]
texdata(string) : "Texture Data Memory (in KB)" : "4096"
estimate(choices) : "Estimate Compile Times?" : 0 =
[
0: "Yes"
1: "No"
]
bounce(integer) : "Number of radiosity bounces" : 0
ambient(string) : "Ambient world light (0.0 to 1.0, R G B)" : "0 0 0"
smooth(integer) : "Smoothing threshold (in degrees)" : 0
dscale(integer) : "Direct Lighting Scale" : 1
chop(integer) : "Chop Size" : 64
texchop(integer) : "Texture Light Chop Size" : 32
hullfile(string) : "Custom Hullfile"
priority(choices) : "Priority Level" : 0 =
[
0 : "Normal"
1 : "High"
-1 : "Low"
]
wadautodetect(choices) : "Wad Auto Detect" : 0 =
[
0 : "Off"
1 : "On"
]
wadconfig(string) : "Custom Wad Configuration" : ""
verbose(choices) : "Verbose compile messages" : 0 =
[
0 : "Off"
1 : "On"
]
noclipeconomy(choices) : "Strip Uneeded Clipnodes?" : 1 =
[
1 : "Yes"
0 : "No"
]
nocliphull(choices) : "Generate clipping hulls" : 0 =
[
0 : "Yes"
1 : "No"
]
noskyclip(choices) : "No Sky Clip" : 0 =
[
1 : "On"
0 : "Off"
]
sparse(choices) : "Vismatrix Method" : 2 =
[
0 : "No Vismatrix"
1 : "Sparse Vismatrix"
2 : "Normal"
]
circus(choices) : "Circus RAD lighting" : 0 =
[
0 : "Off"
1 : "On"
]
]
@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []
//////////////////////////////////////
// Final Natural Selection entities //
//////////////////////////////////////
@BaseClass size(-8 -8 -8, 8 8 8) = ParticleSystem
[
]
//@PointClass base(ParticleSystem, Targetname) = env_particles : "Particle system"
//[
// // This is the name to use from the appropriate .ps
// particleSystemName(string) : "Name (from .ps)" : "TheEffect"
//
// // Misc. particle flags
// spawnFlags(flags) =
// [
// 1 : "start on" : 1
// ]
//]
@PointClass base(ParticleSystem, Targetname) = env_particles_custom : "Custom particle system"
[
// Use this source if possible
pGenSource(string) : "Generation entity" : ""
// Generation shape
pGenShape(choices) : "Generation shape" : 0 =
[
0: "Point"
4: "Box"
5: "Sphere"
8: "Blob"
]
// Generation parms
pGenShapeParams(string) : "Generation shape parms" : ""
// Particle generation rate
pGenRate(integer) : "Generation rate (parts/second)" : 50
// Particle sprite
pSprite(sprite) : "Particle sprite" : ""
// Num sprite frames
pSpriteNumFrames(integer) : "Animation frames in sprite" : 1
// Max number of particles
pNumParticles(integer) : "Maximum particles" : 50
// Particle size
pSize(string) : "Particle size" : "1.0"
// Particle system lifetime
pSystemLifetime(string) : "System lifetime (-1 infinite)" : "-1"
// Particle lifetime
pLifetime(string) : "Particle lifetime (-1 infinite)" : "-1"
// Starting velocity shape
pVelShape(choices) : "Starting velocity shape" : 2 =
[
1: "Point"
2: "Box"
3: "Sphere"
4: "Blob"
]
// Starting velocity
pVelParams(string) : "Starting velocity params" : "0,0,0,0,0,0,0,0"
// Scaling
pScale(string) : "Scale particle over lifetime" : "1.0"
// Max alpha
pMaxAlpha(string) : "Particle max alpha" : "1.0"
// Particle render mode
pRenderMode(choices) : "Render mode" : 5 =
[
0 : "Normal"
1 : "Trans color -> (c*a+dest*(1-a))"
2 : "Trans texture -> (src*a+dest*(1-a))"
3 : "Glow -> (normal?)"
4 : "Trans alpha -> (src*srca+dest*(1-srca))"
5 : "Additive -> (src*a+dest)"
]
// Particle system to generate on collision
pPSToGen(string) : "Generate system on collision" : ""
// Animation speed
pAnimationSpeed(string) : "Animation speed" : "1"
// TODO: add fields for entities to collide with
//collideEntityOne(string) : "Collide entity #1" : ""
//collideEntityTwo(string) : "Collide entity #2" : ""
// Misc. particle flags
spawnFlags(flags) =
[
1 : "start on" : 1
2 : "particle density" : 0
4 : "fade in" : 0
8 : "fade out" : 1
16 : "use world grav" : 0
32 : "tri, not quads" : 0
//64 : "minimize edges" : 1
128 : "constrain pitch" : 0
256 : "collide" : 0
512 : "high-detail only" : 1
1024 : "face up" : 0
]
]
@PointClass size(-16 -16 -16, 16 16 16) = env_gamma : "Desired map gamma"
[
desiredgamma(string) : "Gamma ramp" : "2"
]
@SolidClass base(Targetname, RenderFields) = func_weldable : "Weldable"
[
weldableHealth(string) : "Health (-1 infinite)" : "-1"
weldableTime(string) : "Seconds to weld" : "20"
material(choices) :"Explosion material" : 0 =
[
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Cinder Block"
5: "Ceiling Tile"
6: "Computer"
7: "Unbreakable Glass"
8: "Rocks"
]
//targetOnFinish(string) : "Target to trigger on finish" : ""
targetOnFinish(target_destination) : "Target to trigger on finish" : ""
targetOnBreak(target_destination) : "Target on break"
targetOnUse(target_destination) : "Target on use (toggle only)"
spawnFlags(flags) =
[
1 : "start enabled" : 1
2 : "weld opens, not closes" : 0
]
]
@SolidClass base(Targetname, ZHLTLightFlags) = func_seethrough : "SeeThrough"
[
commanderAlpha(string) : "Alpha for commander (0-255)" : "0"
playerAlpha(string) : "Alpha for players (0-255)" : "255"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
12: "Underwater"
]
]
@SolidClass base(Door, ZHLTLightFlags, Angles) = func_seethroughdoor : "SeeThrough (door)"
[
commanderAlpha(string) : "Alpha for commander (0-255)" : "0"
playerAlpha(string) : "Alpha for players (0-255)" : "255"
]
@PointClass size(-24 -24 -4, 24 24 4) base(Targetname, Angles) studio() = func_resource
[
model(studio) : "Model" : "models/b_resource_nozzle.mdl"
resourcepoints(integer) : "Num resources" : 200
targetOnBuild(target_destination) : "Target on build"
targetOnDestroy(target_destination) : "Target on destroy"
]
//@SolidClass base(Targetname) = func_viewheight : "Commander view height"
//[
//]
//@SolidClass base(Targetname) = func_waypoint : "Floor to use for orders"
//[
//]
@SolidClass base(Targetname) = func_nobuild : "Blocks orders and building"
[
]
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) = TeamChoice
[
teamchoice(choices) : "Team" : 1 =
[
1 : "Team one"
2 : "Team two"
]
]
@PointClass base(info_player_start, TeamChoice) color(0 0 128) studio() = info_team_start : "Marine/Alien start" []
@SolidClass base(Targetname) = info_spectate : "Activate spectator mode" []
@SolidClass base(TeamChoice) = info_join_team : "A player touches this to join team one (marine default)" []
@SolidClass base(Targetname) = info_join_autoassign : "A player touches this to be auto-assigned a team" []
@SolidClass base(Targetname) = info_leave_game : "A player touches this go back to the ready room, remembering that he was on this team" []
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = target_mp3audio : "Plays a sound"
[
soundname(string) : "Sound (sound/file.mp3)" : ""
soundvolume(integer) : "Volume (0-255)" : 255
fadedistance(integer) : "Fade distance (inaudible here)" : 1000
spawnflags(Flags) =
[
1 : "Don't fade volume" : 0
2 : "Looping" : 0
4 : "Start on" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = info_mapinfo : "Playable map size, for commander mini-map and scrolling"
[
viewheight(integer) : "View height (for commander)" : 0
minviewheight(integer) : "Min map Z (black background)" : -1000
minx(integer) : "Minimum X" : -4000
miny(integer) : "Minimum Y" : -4000
maxx(integer) : "Maximum X" : 4000
maxy(integer) : "Maximum Y" : 4000
culldistance(integer) : "Top down XY cull distance" : 1024
spawnflags(Flags) =
[
1 : "No background" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = info_gameplay : "Changes game balance"
[
teamone(choices) : "Team one type" : 1 =
[
1 : "Human"
2 : "Alien"
]
teamtwo(choices) : "Team two type" : 2 =
[
1 : "Human"
2 : "Alien"
]
]
@PointClass base(Targetname) = trigger_random
[
minfiretime(string) : "shortest fire time" : 0
maxfiretime(string) : "longest fire time" : 1
wait(integer) : "delay before reset (-1 stay)" : 3
balancedtarget(string) : "target for tournament play" : ""
spawnflags(Flags) =
[
1 : "Start on" : 0
2 : "Toggle" : 0
4: "Remove On fire" : 0
]
]
@SolidClass base(Targetname) = trigger_presence
[
master(string) : "Master" : ""
targetenter(string) : "Activation target" : ""
targetleave(string) : "Deactivation target" : ""
momentarytarget(string) : "momentary_door to target"
momentaryopentime(string) : "seconds to open over (small = fast)" : "1.0"
momentaryclosetime(string) : "seconds to close over (small = fast)" : "1.0"
timebeforeleave(string) : "time before leave fires" : ".5"
spawnflags(Flags) =
[
1 : "No clients" : 0
2 : "No monsters" : 0
4 : "No pushables" : 0
8 : "Team 1 only" : 0
16 : "Team 2 only" : 0
]
]
@PointClass base(Targetname) = trigger_script
[
scriptname(string) : "Script name" : ""
spawnflags(Flags) =
[
1 : "Start on" : 0
]
]
@SolidClass = info_location
[
locationname(string) : "Location name" : ""
]
// NS base classes
@BaseClass = SpawnDeathTarget
[
targetonspawn(string) : "Target on spawn" : ""
targetondeath(string) : "Target on death" : ""
]
@BaseClass size(-16 -16 0, 16 16 42) color(0 0 200) base(TeamChoice, Angles) = BasePlayerEquipment
[
lifetime(integer) : "Lifetime (0 for infinite, -1 for NS default)" : 0
]
// Structures
@BaseClass base(TeamChoice, Angles, SpawnDeathTarget) = BaseBuildable
[
spawnflags(Flags) =
[
1 : "Starts built" : 1
]
]
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 70) studio("models/b_commandstation.mdl") = team_command : "Command station" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 15) studio("models/b_infportal.mdl") = team_infportal : "Infantry portal" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 15) studio("models/b_phasegate.mdl") = phasegate : "Phase gate" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 67) studio("models/b_resourcetower.mdl") = resourcetower : "Marine resource tower" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 62) studio("models/b_turretfactory.mdl") = team_turretfactory : "Turret factory" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 62) studio("models/b_armory.mdl") = team_armory : "Armory" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 67) studio("models/b_armslab.mdl") = team_armslab : "Arms lab" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 68) studio("models/b_prototypelab.mdl") = team_prototypelab : "Prototype lab" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 81) studio("models/b_observatory.mdl") = team_observatory : "Observatory" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 42) studio("models/b_sentry.mdl") = turret : "Sentry turret" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 62) studio("models/b_siege.mdl") = siegeturret : "Automated Siege Cannon (ASC)" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 67) studio("models/ba_resource.mdl") = alienresourcetower : "Alien resource tower" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 44) studio("models/ba_offense.mdl") = offensechamber : "Offense chamber" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 44) studio("models/ba_defense.mdl") = defensechamber : "Defense chamber" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 44) studio("models/ba_sensory.mdl") = sensorychamber : "Sensory chamber" []
@PointClass base(BaseBuildable) size(-16 -16 0, 16 16 44) studio("models/ba_movement.mdl") = movementchamber : "Movement chamber" []
@PointClass base(BaseBuildable) size(-80 -80 -145, 80 80 50) studio("models/hive.mdl") = team_hive : "Hive"
[
maxspawndistance(integer) : "Spawn distance" : 2000
]
// TODO: Advanced armory
// TODO: Advanced turret factory
// Marine weapons
@PointClass base(BasePlayerEquipment) studio("models/w_mg.mdl") = weapon_machinegun : "Machine gun" []
@PointClass base(BasePlayerEquipment) studio("models/w_hg.mdl") = weapon_pistol : "Pistol" []
@PointClass base(BasePlayerEquipment) studio("models/w_hmg.mdl") = weapon_heavymachinegun : "Heavy machine gun" []
@PointClass base(BasePlayerEquipment) studio("models/w_gg.mdl") = weapon_grenadegun : "Grenade launcher" []
@PointClass base(BasePlayerEquipment) studio("models/w_sg.mdl") = weapon_shotgun : "Shotgun" []
@PointClass base(BasePlayerEquipment) studio("models/w_welder.mdl") = weapon_welder : "Welder" []
@PointClass base(BasePlayerEquipment) studio("models/w_mine2.mdl") = weapon_mine : "Pack of mines" []
// Equipment
@PointClass base(BasePlayerEquipment) studio("models/w_health.mdl") = item_health : "Health pack" []
//@PointClass base(BasePlayerEquipment) studio("models/w_ammo.mdl") = item_genericammo : "Ammo" []
@PointClass base(BasePlayerEquipment) studio("models/w_jetpack.mdl") = item_jetpack : "Jetpack" []
@PointClass base(BasePlayerEquipment) studio("models/w_heavy.mdl") = item_heavyarmor : "Heavy armor" []
//@PointClass base(BasePlayerEquipment) studio("models/w_mine.mdl") = item_mine : "Deployed mine" []