diff --git a/game/dmc/dmc.fgd b/game/dmc/dmc.fgd new file mode 100644 index 0000000..5dae865 --- /dev/null +++ b/game/dmc/dmc.fgd @@ -0,0 +1,1916 @@ +// +// DMC game definition file (.fgd) +// for Worldcraft 3.x and above +// +// updated by Chris Bokitch +// autolycus@valvesoftware.com +// http://www.valve-erc.com/ +// + +// +// sep 19 2001 - 3.0.0.2 +// - added env_fog (from HL 1.1.0.8) +// +// aug 28 2001 - 3.0.0.1 +// - changed IS NOT LOOPED to NOT TOGGLED on ambient_generic (royalef) +// - gave light_environment a Name +// - added Angular Velocity to func_train +// - created ZHLT_point baseclass +// - added ZHLT_point base to light, light_environment, and light_spot +// - created ZHLT baseclass +// - added ZHLT base to all applicable brush entities +// - above list compiled by Unquenque +// ------------------------------------------------------------------------ + +// +// worldspawn +// + +@SolidClass = worldspawn : "World entity" +[ + message(string) : "Map Description / Title" + worldtype(choices) : "Ambience" : 0 = + [ + 0 : "Medieval" + 1 : "Runic (metal)" + 2 : "Present (base)" + ] + skyname(string) : "Sky Name" : "dmcw" + sounds(integer) : "CD track to play" + WaveHeight(string) : "Default Wave Height" + MaxRange(string) : "Max viewable distance" : "4096" + 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 = ZHLT +[ + zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = + [ + 0 : "Default" + 1 : "Embedded Fix" + 2 : "Opaque (blocks light)" + 3 : "Opaque + Embedded fix" + 6 : "Opaque + Concave Fix" + ] + light_origin(string) : "Light Origin Target" +] + +@BaseClass = ZHLT_point +[ + _fade(string) : "ZHLT Fade" : "1.0" + _falloff(choices) : "ZHLT Falloff" : 0 = + [ + 0 : "Default" + 1 : "Inverse Linear" + 2 : "Inverse Square" + ] +] + +@BaseClass = Appearflags +[ + spawnflags(Flags) = + [ + 2048 : "Not in Deathmatch" : 0 + ] +] + +@BaseClass = Angles +[ + angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" +] + +@BaseClass = Targetname +[ + targetname(target_source) : "Name" +] +@BaseClass = Target +[ + target(target_destination) : "Target" +] +@BaseClass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo [] +@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = 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, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] + +@BaseClass base(Target, Targetname, RenderFields, Angles) 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 base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase +[ + // how many pieces to create + m_iGibs(integer) : "Number of Gibs" : 3 + + // delay (in seconds) between shots. If 0, all gibs shoot at once. + delay(string) : "Delay between shots" : "0" + + // how fast the gibs are fired + m_flVelocity(integer) : "Gib Velocity" : 200 + + // Course variance + m_flVariance(string) : "Course Variance" : "0.15" + + // Time in seconds for gibs to live +/- 5% + m_flGibLife(string) : "Gib Life" : "4" + + spawnflags(Flags) = + [ + 1 : "Repeatable" : 0 + ] +] + +@BaseClass = Light +[ + _light(color255) : "Brightness" : "255 255 128 200" + style(Choices) : "Appearance" : 0 = + [ + 0 : "Normal" + 10: "Fluorescent flicker" + 2 : "Slow, strong pulse" + 11: "Slow pulse, noblack" + 5 : "Gentle pulse" + 1 : "Flicker A" + 6 : "Flicker B" + 3 : "Candle A" + 7 : "Candle B" + 8 : "Candle C" + 4 : "Fast strobe" + 9 : "Slow strobe" + ] + pattern(string) : "Custom Appearance" +] + +@BaseClass base(Targetname,Global) = Breakable +[ + 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, Angles) = Door +[ + killtarget(target_destination) : "KillTarget" + speed(integer) : "Speed" : 100 + master(string) : "Master" + movesnd(choices) : "Move Sound" : 0 = + [ + 0: "No Sound" + 1: "Servo (Sliding)" + 2: "Pneumatic (Sliding)" + 3: "Pneumatic (Rolling)" + 4: "Vacuum" + 5: "Power Hydraulic" + 6: "Large Rollers" + 7: "Track Door" + 8: "Snappy Metal Door" + 9: "Squeaky 1" + 10: "Squeaky 2" + ] + stopsnd(choices) : "Stop Sound" : 0 = + [ + 0: "No Sound" + 1: "Clang with brake" + 2: "Clang reverb" + 3: "Ratchet Stop" + 4: "Chunk" + 5: "Light airbrake" + 6: "Metal Slide Stop" + 7: "Metal Lock Stop" + 8: "Snappy Metal Stop" + ] + wait(integer) : "delay before close, -1 stay open " : 4 + lip(integer) : "Lip" + dmg(integer) : "Damage inflicted when blocked" : 0 + message(string) : "Message if triggered" + target(target_destination) : "Target" + delay(integer) : "Delay before fire" + netname(string) : "Fire on Close" + health(integer) : "Health (shoot open)" : 0 + spawnflags(flags) = + [ + 1 : "Starts Open" : 0 + 4 : "Don't link" : 0 + 8: "Passable" : 0 + 32: "Toggle" : 0 + 256:"Use Only" : 0 + 512: "Monsters Can't" : 0 + ] + // NOTE: must be duplicated in BUTTON + locked_sound(choices) : "Locked Sound" : 0 = + [ + 0: "None" + 2: "Access Denied" + 8: "Small zap" + 10: "Buzz" + 11: "Buzz Off" + 12: "Latch Locked" + ] + unlocked_sound(choices) : "Unlocked Sound" : 0 = + [ + 0: "None" + 1: "Big zap & Warmup" + 3: "Access Granted" + 4: "Quick Combolock" + 5: "Power Deadbolt 1" + 6: "Power Deadbolt 2" + 7: "Plunger" + 8: "Small zap" + 9: "Keycard Sound" + 10: "Buzz" + 13: "Latch Unlocked" + ] + locked_sentence(choices) : "Locked Sentence" : 0 = + [ + 0: "None" + 1: "Gen. Access Denied" + 2: "Security Lockout" + 3: "Blast Door" + 4: "Fire Door" + 5: "Chemical Door" + 6: "Radiation Door" + 7: "Gen. Containment" + 8: "Maintenance Door" + 9: "Broken Shut Door" + ] + unlocked_sentence(choices) : "Unlocked Sentence" : 0 = + [ + 0: "None" + 1: "Gen. Access Granted" + 2: "Security Disengaged" + 3: "Blast Door" + 4: "Fire Door" + 5: "Chemical Door" + 6: "Radiation Door" + 7: "Gen. Containment" + 8: "Maintenance area" + ] + _minlight(string) : "Minimum light level" +] + +@BaseClass base(Targetname, Target, RenderFields, Global, Angles) = 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 + ] +] + +// +// 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:"Not Toggled":0 + ] +] + +@SolidClass base(Target, ZHLT) = 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" +] + +// +// Environmental effects +// + +@BaseClass = BeamStartEnd +[ + LightningStart(target_destination) : "Start Entity" + LightningEnd(target_destination) : "Ending Entity" +] +@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" +[ + renderamt(integer) : "Brightness (1 - 255)" : 100 + rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" + Radius(integer) : "Radius" : 256 + life(string) : "Life (seconds 0 = infinite)" : "1" + BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 + NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 + texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" + TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 + framerate(integer) : "Frames per 10 seconds" : 0 + framestart(integer) : "Starting Frame" : 0 + StrikeTime(string) : "Strike again time (secs)" : "1" + damage(string) : "Damage / second" : "0" + spawnflags(flags) = + [ + 1 : "Start On" : 0 + 2 : "Toggle" : 0 + 4 : "Random Strike" : 0 + 8 : "Ring" : 0 + 16: "StartSparks" : 0 + 32: "EndSparks" : 0 + 64: "Decal End" : 0 + 128: "Shade Start" : 0 + 256: "Shade End" : 0 + ] +] + +@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" +[ + health(integer) : "Capacity" : 10 + skin(choices) : "Beverage Type" : 0 = + [ + 0 : "Coca-Cola" + 1 : "Sprite" + 2 : "Diet Coke" + 3 : "Orange" + 4 : "Surge" + 5 : "Moxie" + 6 : "Random" + ] +] + +@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" +[ + color(choices) : "Blood Color" : 0 = + [ + 0 : "Red (Human)" + 1 : "Yellow (Alien)" + ] + amount(string) : "Amount of blood (damage to simulate)" : "100" + spawnflags(flags) = + [ + 1: "Random Direction" : 0 + 2: "Blood Stream" : 0 + 4: "On Player" : 0 + 8: "Spray decals" : 0 + ] +] + +@SolidClass base(Targetname, ZHLT) = 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) = env_fog : "Global Fog Properties" +[ + rendercolor(color255) : "Fog Color (RGB)" : "0 0 0" + startdist(string) : "Start Distance" : "0" + enddist(string) : "End Distance" : "0" +] + +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" +[ + spawnflags(flags) = + [ + 1: "Reverse" : 0 + ] +] + +@PointClass base(Targetname, RenderFxChoices, Angles) 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, Angles) 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, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" +[ + framerate(string) : "Framerate" : "10.0" + model(sprite) : "Sprite Name" : "sprites/glow01.spr" + scale(string) : "Scale" : "" + spawnflags(flags) = + [ + 1: "Start on" : 0 + 2: "Play Once" : 0 + ] +] + +@SolidClass base(Breakable, RenderFields, ZHLT) = 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, Angles, ZHLT) = 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" +] + +@SolidClass base(Global,RenderFields, Targetname, Angles, ZHLT) = 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, ZHLT) = func_door : "Basic door" [] + +@SolidClass base(Door, ZHLT) = 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 +] + +@SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" +[ + modifier(integer) : "Percentage of standard (0 - 100)" : 15 +] + +@SolidClass base(Targetname, RenderFields, Global, ZHLT) = 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, ZHLT) = func_illusionary : "Fake Wall/Light" +[ + + skin(choices) : "Contents" : -1 = + [ + -1: "Empty" + -7: "Volumetric Light" + ] + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname) = func_ladder : "Ladder" [] + +@SolidClass base(Global,Appearflags, Targetname, RenderFields, Angles, ZHLT) = 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" +] + +@SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLT) = 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, Angles, ZHLT) = 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 + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Breakable, RenderFields, ZHLT) = 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, Angles, ZHLT) = 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" +] + +@SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = 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" + spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" + dmg(integer) : "Damage inflicted when blocked" : 0 +] + +@SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, Global, RenderFields, ZHLT) = 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, ZHLT) = 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 + avelocity(string) : "Angular Veocity (y z x)" + 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, ZHLT) = func_wall : "Wall" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" +[ + spawnflags(flags) = + [ + 1 : "Starts Invisible" : 0 + ] +] + +@SolidClass base(Door, ZHLT) = 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 +// + +@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(Target, Angles) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] + +@PointClass base(Targetname) = info_landmark : "Transition Landmark" [] + +@PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" [] + +@PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" [] + +@PointClass base(Targetname) = info_null : "info_null (spotlight target)" [] + +@PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" +[ + target(target_destination) : "Target" + master(string) : "Master" +] +@PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] + +@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] +@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] + +// +// lights +// + +@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light, ZHLT_point) = light : "Invisible lightsource" +[ + spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] +] + +@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles, ZHLT_point) = 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(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment" +[ + pitch(integer) : "Pitch" : 0 + _light(color255) : "Brightness" : "255 255 128 200" +] + +@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" +[ + spawnflags(flags) = + [ + 1 : "Starts Open" : 0 + ] +] + +@SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control" +[ + 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" +] + +// +// monsters +// + +@PointClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit" +[ + pose(Choices) : "Pose" : 0 = + [ + 0 : "On back" + 1 : "Seated" + 2 : "On stomach" + 3 : "On Table" + ] +] + +@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, Angles) 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 +] + +@PointClass base(Targetname, Angles) size(16 16 16) = path_track : "Train Track Path" +[ + spawnflags(Flags) = + [ + 1: "Disabled" : 0 + 2: "Fire once" : 0 + 4: "Branch Reverse" : 0 + 8: "Disable train" : 0 + ] + target(target_destination) : "Next stop target" + message(target_destination) : "Fire On Pass" + altpath(target_destination) : "Branch Path" + netname(target_destination) : "Fire on dead end" + speed(integer) : "New Train Speed" : 0 +] + +// +// player effects +// + +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game" +[ + duration(string) : "Fade Duration (seconds)" : "2" + holdtime(string) : "Hold Fade (seconds)" : "0" + renderamt(integer) : "Fade Alpha" : 255 + rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" + messagetime(string) : "Show Message delay" : "0" + message(string) : "Message To Display" : "" + loadtime(string) : "Reload delay" : "0" +] + +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] + +@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker" +[ + preset(choices) :"Announcement Presets" : 0 = + [ + 0: "None" + 1: "C1A0 Announcer" + 2: "C1A1 Announcer" + 3: "C1A2 Announcer" + 4: "C1A3 Announcer" + 5: "C1A4 Announcer" + 6: "C2A1 Announcer" + 7: "C2A2 Announcer" + // 8: "C2A3 Announcer" + 9: "C2A4 Announcer" + // 10: "C2A5 Announcer" + 11: "C3A1 Announcer" + 12: "C3A2 Announcer" + ] + message(string) : "Sentence Group Name" + health(integer) : "Volume (10 = loudest)" : 5 + spawnflags(flags) = + [ + 1: "Start Silent" : 0 + ] +] + +@PointClass base(Targetname) = target_cdaudio : "CD Audio Target" +[ + health(choices) : "Track #" : -1 = + [ + -1 : "Stop" + 1 : "Track 1" + 2 : "Track 2" + 3 : "Track 3" + 4 : "Track 4" + 5 : "Track 5" + 6 : "Track 6" + 7 : "Track 7" + 8 : "Track 8" + 9 : "Track 9" + 10 : "Track 10" + 11 : "Track 11" + 12 : "Track 12" + 13 : "Track 13" + 14 : "Track 14" + 15 : "Track 15" + 16 : "Track 16" + 17 : "Track 17" + 18 : "Track 18" + 19 : "Track 19" + 20 : "Track 20" + 21 : "Track 21" + 22 : "Track 22" + 23 : "Track 23" + 24 : "Track 24" + 25 : "Track 25" + 26 : "Track 26" + 27 : "Track 27" + 28 : "Track 28" + 29 : "Track 29" + 30 : "Track 30" + ] + radius(string) : "Player Radius" +] + +// +// Triggers +// + +@PointClass base(Targetx) = trigger_auto : "AutoTrigger" +[ + spawnflags(Flags) = + [ + 1 : "Remove On fire" : 1 + ] + globalstate(string) : "Global State to Read" + triggerstate(choices) : "Trigger State" : 0 = + [ + 0 : "Off" + 1 : "On" + 2 : "Toggle" + ] +] + +@SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger" +[ + master(string) : "Master" +] + +@PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" +[ + wait(integer) : "Hold time" : 10 + moveto(string) : "Path Corner" + spawnflags(flags) = + [ + 1: "Start At Player" : 1 + 2: "Follow Player" : 1 + 4: "Freeze Player" : 0 + ] + speed(string) : "Initial Speed" : "0" + acceleration(string) : "Acceleration units/sec^2" : "500" + deceleration(string) : "Stop Deceleration units/sec^2" : "500" +] + +@SolidClass base(Targetname) = trigger_cdaudio : "Trigger CD Audio" +[ + health(choices) : "Track #" : -1 = + [ + -1 : "Stop" + 1 : "Track 1" + 2 : "Track 2" + 3 : "Track 3" + 4 : "Track 4" + 5 : "Track 5" + 6 : "Track 6" + 7 : "Track 7" + 8 : "Track 8" + 9 : "Track 9" + 10 : "Track 10" + 11 : "Track 11" + 12 : "Track 12" + 13 : "Track 13" + 14 : "Track 14" + 15 : "Track 15" + 16 : "Track 16" + 17 : "Track 17" + 18 : "Track 18" + 19 : "Track 19" + 20 : "Track 20" + 21 : "Track 21" + 22 : "Track 22" + 23 : "Track 23" + 24 : "Track 24" + 25 : "Track 25" + 26 : "Track 26" + 27 : "Track 27" + 28 : "Track 28" + 29 : "Track 29" + 30 : "Track 30" + ] +] + +@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, Angles) = 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" [] + +// +// weapons +// + +@PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weaponbox : "Weapon/Ammo Container" [] + +// DMC/Quake1 entities + +@PointClass base(Ammo) = item_cells : "Thunderbolt ammo" [] +@PointClass base(Ammo) = item_rockets : "Rockets" [] +@PointClass base(Ammo) = item_shells : "Shells" [] +@PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" [] + +@PointClass size(0 0 0, 32 32 32) base(Target, Appearflags) = item_health : "Health pak" +[ + spawnflags(flags) = + [ + 1 : "Rotten" : 0 + 2 : "Megahealth" : 0 + ] +] + +@PointClass base(Target, Appearflags) = item_artifact_envirosuit : "Environmental protection suit" [] +@PointClass base(Target, Appearflags) = item_artifact_super_damage : "Quad damage" [] +@PointClass base(Target, Appearflags) = item_artifact_invulnerability : "Pentagram of Protection" [] +@PointClass base(Target, Appearflags) = item_artifact_invisibility : "Ring of Shadows" [] + +@PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags) = item_armorInv : "200% armor (Red)" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags) = item_armor2 : "150% armor (Yellow)" [] +@PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags) = item_armor1 : "100% armor (Green)" [] + +@PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" [] +@PointClass base(Weapon) = weapon_nailgun : "Nailgun" [] +@PointClass base(Weapon) = weapon_supernailgun : "Perforator" [] +@PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" [] +@PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" [] +@PointClass base(Weapon) = weapon_lightning : "Thunderbolt" [] diff --git a/game/ricochet/ricochet.fgd b/game/ricochet/ricochet.fgd new file mode 100644 index 0000000..bf81305 --- /dev/null +++ b/game/ricochet/ricochet.fgd @@ -0,0 +1,63 @@ +// Ricochet FGD file +// By SiPlus +// April 4, 2012 revision +// For Hammer 3.5 +// http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation +// Requires Half-Life FGD +@SolidClass = worldspawn : "World entity" +[ + message(string) : "Map Description / Title" + skyname(string) : "environment map (cl_skyname)" : "disc" + 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" + ] + no_arena(choices) : "Game mode" : 1 = + [ + 0 : "Arena" + 1 : "Deathmatch" + ] +] +@PointClass base(PlayerClass) = info_player_start [] +@PointClass base(PlayerClass) studio("models/ricochet/male.mdl") = info_player_deathmatch +[ + target(target_destination) : "Target" + master(string) : "Master" +] + +@PointClass base(Angles) = info_ricochet [] +@PointClass base(PlayerClass) studio("models/ricochet/head.mdl") = info_player_spectator +[ + target(target_destination) : "Target" + master(string) : "Master" +] +@PointClass size(-16 16 0,16 16 16) base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination [] +@PointClass size(-16 -16 -16, 16 16 32) base(Weapon, Targetx) studio("models/ricochet/pow_visual.mdl") = item_powerup [] +@SolidClass = trigger_discreturn [] +@SolidClass = trigger_fall [] +@SolidClass base(Target) = trigger_jump +[ + height(integer) : "Height" : 128 +]