diff --git a/dlls/basemonster.h b/dlls/basemonster.h index 9aebf5b..bdad101 100644 --- a/dlls/basemonster.h +++ b/dlls/basemonster.h @@ -46,6 +46,7 @@ class CBaseMonster : public CBaseToggle float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over. float m_flMoveWaitFinished; float m_flLastYawTime; + bool m_AllowItemDropping = true; Activity m_Activity;// what the monster is doing (animation) Activity m_IdealActivity;// monster should switch to this activity @@ -339,11 +340,14 @@ class CBaseMonster : public CBaseToggle BOOL ExitScriptedSequence( ); BOOL CineCleanup( ); - CBaseEntity* DropItem ( const char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item. + /** + * @brief Drop an item. + * Will return @c nullptr if item dropping is disabled for this NPC. + */ + CBaseEntity* DropItem(const char* pszItemName, const Vector& vecPos, const Vector& vecAng); + void StartPatrol( CBaseEntity *path ); - CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item. - //LRC float CalcRatio( CBaseEntity *pLocus ) { diff --git a/dlls/monsters.cpp b/dlls/monsters.cpp index 6035493..715d6e6 100644 --- a/dlls/monsters.cpp +++ b/dlls/monsters.cpp @@ -3016,6 +3016,10 @@ void CBaseMonster :: KeyValue( KeyValueData *pkvd ) m_iPlayerReact = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } + else if (FStrEq(pkvd->szKeyName, "allow_item_dropping")) + { + m_AllowItemDropping = atoi(pkvd->szValue) != 0; + } else { CBaseToggle::KeyValue( pkvd ); @@ -3478,9 +3482,14 @@ CBaseEntity* CBaseMonster :: DropItem ( const char *pszItemName, const Vector &v if ( !pszItemName ) { ALERT ( at_console, "DropItem() - No item name!\n" ); - return NULL; + return nullptr; } - + + if (!m_AllowItemDropping) + { + return nullptr; + } + CBaseEntity *pItem = CBaseEntity::Create( pszItemName, vecPos, vecAng, edict() ); if ( pItem ) diff --git a/spirit.fgd b/spirit.fgd new file mode 100644 index 0000000..6cdd548 --- /dev/null +++ b/spirit.fgd @@ -0,0 +1,5388 @@ +// +// Spirit game definition file (.fgd) +// version 1.2 +// for Worldcraft 3.3 and above, and Half-Life 1.1.0.8 and above +// last update: 18th November 2003 +// + +//INFO +// +// For any "target" type value, you can use a "+" or "-" prefix to +// specify that the target should be turned on or off, respectively. +// (e.g. suppose you have an entity which targets "mylight". If you tell it +// to target "+mylight" instead, then it will only turn the light on, never +// off.) +// Similarly, for any Master, you can invert the master relationship (that +// is, you can disable the entity whenever the master is on) by +// adding a tilde (~) at the start of the master's name. +// +// When testing your level, it's sometimes helpful to be able to trigger +// entities manually. To trigger an entity named "mydoor", you can simply +// type "fire mydoor" at the console. +// Similarly, if you just type "fire", you will trigger whatever entity the +// player is aiming at. +// NB: this command will only work if sv_cheats is set to 1. +// +//ENDS + +// +// Worldspawn +// + +//* Edit Worldspawn's properties from the map menu ["Map \ Map Properties..."] +@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" : "0.0" + MaxRange(string) : "Max viewable distance" : "4096" + chaptertitle(string) : "Chapter Title Message" + startdark(choices) : "Level Fade In" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + gametitle(choices) : "Display 'Half-Life' title?" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + newunit(choices) : "Flush global entities?" : 0 = + [ + 0 : "No, keep global ents" + 1 : "Yes, flush global ents" + ] + mapteams(string) : "Map Team List" + defaultteam(choices) : "Default Team" : 0 = + [ + 0 : "Fewest Players" + 1 : "First Team" + ] + //NEW 0.3 + //* Yes means the player will start this level wearing an HEV suit. + startsuit(choices) : "HEV from start" = + [ + 0 : "No" + 1 : "Yes" + ] + //NEW 0.4 + //* Yes means that monsters will appear in multiplayer games. This has no effect in a single player level. + allowmonsters(choices) : "Allow Monsters (MP only)" = + [ + 0 : "No" + 1 : "Yes" + ] +] + +// +// BaseClasses +// +//* "ZHLTReference.html" (included with the ZHLT Distribution) contains information on using these keys. +@BaseClass = ZHLTLightKeys +[ + zhlt_lightflags(choices) : "HLRAD Opacity (ZHLT 2.5.1+)" : 0 = + [ + 0: "Normal (0)" + 1: "Embedded Fix (1)" + 2: "Opaque (Blocks light) (2)" + 3: "Opaque + Embedded Fix (3)" + 6: "ConcaveFix (6)" + ] + light_origin(string) : "Light Origin (ZHLT 2.5.1+)" +] + +@BaseClass = ZhltLights +[ + _fade(integer) : "Fade (ZHLT 2.5.1+)" + _falloff(choices) : "Falloff (ZHLT 2.5.1+)" : 2 = + [ + 1: "Inverse Square (1)" + 2: "Inverse Linear (2)" + ] +] + +@BaseClass = TexLight +[ + //NEW 1.0 + style(choices) : "Texlight style" : 0 = + [ + 0 : "Normal (on)" + 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" + ] +] + +@BaseClass = SwitchTexLight +[ + //NEW 1.0 + style(choices) : "Texlight style" : 0 = + [ + 0 : "Normal (on)" + -1: "Switchable (starts on)" + -2: "Switchable (starts off)" + 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" + ] +] + +@BaseClass = Appearflags +[ + //NEW 0.6 + skill(choices) : "Skill setting" : 0 = + [ + 0 : "All skills" + 1 : "Not in easy" + 2 : "Not in medium" + 4 : "Not in hard" + 6 : "Only in easy" + 5 : "Only in medium" + 3 : "Only in hard" + ] + 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 = MoveWith +[ + //NEW 0.3 + movewith(target_destination) : "Moves with" +] + +@BaseClass = Master +[ + master(string) : "Master" +] + +@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Angles, Appearflags) = Weapon [] +@BaseClass base(Weapon) color(80 0 200) = Ammo [] + +@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" + //* Additive or Texture mode only. + 1: "Slow Pulse" + //* Additive or Texture mode only. + 2: "Fast Pulse" + //* Additive or Texture mode only. + 3: "Slow Wide Pulse" + //* Additive or Texture mode only. + 4: "Fast Wide Pulse" + 9: "Slow Strobe" + 10: "Fast Strobe" + 11: "Faster Strobe" + 12: "Slow Flicker" + 13: "Fast Flicker" +//These don't seem to do anything. Correct me if I'm wrong... +// 5: "Slow Fade Away" +// 6: "Fast Fade Away" +// 7: "Slow Become Solid" +// 8: "Fast Become Solid" + +//* This setting only affects the Glow rendermode. With this setting, Glow mode behaves +//* exactly like Additive mode - except that (as is usual for Glow mode) the sprite isn't +//* obscured by intervening sprites or models. (Hmm. Call me slow, but..... how is this +//* useful?) + 14: "Constant Glow (Sprites)" + 15: "Distort (Models)" + 16: "Hologram (Distort + fade)" +//* Strange effect. As seen, briefly, when a Gargantua dies. + 18: "Bulge Sideways (Models)" +//* Quite pretty. As seen in Valve's mod Deathmatch Classic. + 19: "Glowing Aura (Models)" +//NEW 1.0 +//* Draw a reflection under this model's feet. + 21: "Reflection (Models)" + ] +] + +@BaseClass = RenderMode +[ + rendermode(choices) : "Render Mode" : 0 = + [ + 0: "Normal" + //* For BSP objects, the object will be rendered as a pure area of whatever + //* color is specified in FX Color. + //* For models and sprites, this is the same as Normal mode. + 1: "Pure Color" + //* For BSP objects, the object will be rendered without shadows. + //* For models and sprites, this is the same as Normal mode, except that the Pulse + //* renderfx settings work. + 2: "Texture" + //* Like additive, but as the player gets further from the sprite, it gets + //* progressively larger and more transparent. The sprite is also not obscured by + //* intervening models, which can sometimes look bad. + //* Alphatest sprites won't use their masks in this mode. + 3: "Glow (sprites only)" + //* For BSP objects, this only affects textures beginning with {. Blue pixels + //* will be transparent; non-blue pixels will be solid. + //* For models, this mode is the same as Normal mode. + //* For sprites, this mode is for displaying sprites in Indexalpha mode - i.e. + //* the palette positions are used as opacity settings; 0 for fully transparent, + //* and 255 for fully opaque, regardless of what the palette colors actually are. + //* The only palette colour that will be used is the last one, which sets the + //* colour for the whole sprite. (Needless to say, this will look odd unless the + //* sprite is designed to be displayed this way!) + //* Oddly, Alphatest sprites won't use their masks in this mode. + 4: "Solid" + //* Only bright parts of the object are visible; darker parts are just more + //* transparent, and black is not drawn. Useful for making lighting or hologram + //* effects. + 5: "Additive" + ] +] + +@BaseClass base(RenderFxChoices, RenderMode) = RenderFields +[ + renderamt(integer) : "FX Amount (1 - 255)" : 0 + rendercolor(color255) : "FX Color (R G B)" : "0 0 0" +] + +@BaseClass base(RenderFxChoices, RenderMode) = RenderFieldsMax +[ + renderamt(integer) : "FX Amount (1 - 255)" : 255 + rendercolor(color255) : "FX Color (R G B)" : "255 255 255" +] + +@BaseClass = LockSounds +[ + //* The locked sound & sentence will be played if: + //* 1) The player walks into a door which has a name. (and Force Touchable isn't selected.) + //* 2) A door/button with a master gets activated, but the master is disabled. + //* + //* The number against each sound corresponds to the wav file played. + //* e.g. Buzz (10) plays "buttons/button10.wav". + locked_sound(choices) : "Locked Sound" : 0 = + [ + 0 : "None" + 2 : "Access Denied (2)" + 8 : "Small zap (8)" + 10: "Buzz (10)" + 11: "Buzz Off (11)" + 12: "Latch Locked (12)" + ] + //* The unlocked sound & sentence will be played whenever a door starts to open and whenever + //* a button starts to push in. (They will never be played when a door starts to close, even if + //* "Toggle" is selected.) + //* + //* The number against each sound (except lightswitch) corresponds to the wav file played. + //* e.g. Buzz (10) plays "buttons/button10.wav". + unlocked_sound(choices) : "Unlocked Sound" : 0 = + [ + 0 : "None" + 1 : "Big zap & Warmup (1)" + 3 : "Access Granted (3)" + 4 : "Quick Combolock (4)" + 5 : "Power Deadbolt 1 (5)" + 6 : "Power Deadbolt 2 (6)" + 7 : "Plunger (7)" + 8 : "Small zap (8)" + 9 : "Keycard Sound (9)" + 10: "Buzz (10)" + 13: "Latch Unlocked (13)" + 14: "Lightswitch" + ] + //* The letters correspond to the sentence group played (see sound/sentences.txt); + //* e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3. + locked_sentence(choices) : "Locked Sentence" : 0 = + [ + 0: "None" + 1: "Gen. Access Denied (NA)" + 2: "Security Lockout (ND)" + 3: "Blast Door (NF)" + 4: "Fire Door (NFIRE)" + 5: "Chemical Door (NCHEM)" + 6: "Radiation Door (NRAD)" + 7: "Gen. Containment (NCON)" + 8: "Maintenance Door (NH)" + 9: "Broken Shut Door (NG)" + ] + //* The letters correspond to the sentence group played (see sound/sentences.txt); + //* e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3. + unlocked_sentence(choices) : "Unlocked Sentence" : 0 = + [ + 0: "None" + 1: "Gen. Access Granted (EA)" + 2: "Security Disengaged (ED)" + 3: "Blast Door (EF)" + 4: "Fire Door (EFIRE)" + 5: "Chemical Door (ECHEM)" + 6: "Radiation Door (ERAD)" + 7: "Gen. Containment (ECON)" + 8: "Maintenance area (EH)" + ] +] + +@BaseClass base(Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] + +@BaseClass base(Targetname, Angles, RenderFields, Appearflags) color(0 200 200) = Monster +[ + //NEW 0.7.1 + health(integer) : "Initial health (0 = normal)" + //NEW 0.7.1 + //* Be careful when changing this - a monster's actions are tied closely to its model. + model(studio) : "Model (e.g. models/can.mdl)" + //NEW 0.7.1 + skin(integer) : "Skin" + //NEW 1.0 + scale(string) : "Scale (1.0 = normal size)" + target(string) : "Patrol Path" + //NEW 0.4 + //* If you just want a monster to be ignored, use the "Prisoner" flag instead. + m_iClass(choices) : "Behave as" : 0 = + [ + 0 : "Normal" + //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids. + 3 : "Scientist" + //* Likes players and scientists; dislikes Machines, Human Military, and all aliens. + 11: "Barney" + //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military. + 4 : "Human Military" + //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them. + //* Otherwise, they're pretty much like Human Military. + 1 : "Machine (Human Military)" + //* Hates players and Human Military. Dislikes Machines, scientists and barneys. + 5 : "Alien Military" + //* Dislikes Machines and all humans. + 7 : "Other Alien" + //* Dislikes all humans. Scared of Bullsquids. + 8 : "Headcrab" + //* Hates Headcrabs. Dislikes humans and other Bullsquids. + 9 : "Bullsquid" + //* Dislikes everyone, except other Faction A members. + 14 : "Faction A" + //* Dislikes everyone, except other Faction B members. + 15 : "Faction B" + //* Dislikes everyone, except other Faction C members. + 16 : "Faction C" + ] + //NEW 0.5 + //* Replaces the old "Player Ally" flag. + m_iPlayerReact(choices) : "Reaction to player" : 0 = + [ + 0 : "Normal" + 1 : "Ignore" + //* Scientists usually use this behaviour. + 2 : "Friendly until hurt" + //* Barneys usually use this behaviour. + 3 : "Friendly unless provoked" + 4 : "Enemy" + // Not yet implemented, but will allow any monster to act like a barney/scientist. + //5 : "Follower" + ] + TriggerTarget(String) : "TriggerTarget" + TriggerCondition(Choices) : "Trigger Condition" = + [ + 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) = + [ + //* Don't attack the player until s/he can see us. + 1 : "WaitTillSeen" : 0 + //* Don't speak except when in combat. Don't make "idle" noises. + 2 : "Gag" : 0 + //* If ticked, the monster can't enter a func_monsterclip area. + 4 : "Monster Clip" : 0 + //* If ticked, the monster will ignore all other monsters and vice versa. + 16: "Prisoner" : 0 + //NEW 0.4 + //* The dreaded yellow blobs appear for a good reason; they show a monster is stuck + //* in a wall and unable to move. Only tick this if you're happy for it to be stuck. + 128: "No yellow blobs" : 0 + 512: "Fade Corpse" : 0 + ] + allow_item_dropping(choices) : "Allow Item Dropping" : 1 : "This controls whether this NPC will drop items on death" = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@BaseClass = TalkMonster +[ + //* The sentence (see sound/sentences.txt) to speak when the player tells us to follow. + UseSentence(String) : "Use Sentence" + //* The sentence to speak when the player tells us to stop following. + UnUseSentence(String) : "Un-Use Sentence" + //NEW 0.4 + //* The sentence to speak when refusing to follow the player. + RefusalSentence(String) : "Refusal Sentence" + //NEW 0.4 + //* While locked by the master, this monster will refuse to follow the player. + master(String) : "Master (prevents following)" + //NEW 0.4 + //* Mostly provided for mod-makers. In the standard sentences.txt, valid settings for + //* this are BA (speak as a Barney) and SC (speak as a Scientist). To define a + //* speech group "XX", you need to define sentences XX_ANSWER, XX_QUESTION, XX_IDLE, + //* XX_STARE, XX_OK, XX_WAIT, XX_STOP, XX_NOSHOOT, XX_HELLO, XX_SMELL, XX_WOUND and + //* XX_MORTAL. (as well as some others, if the monsters are going to be Pre-Disaster.) + SpeakAs(string) : "Speech Group" + spawnflags(Flags) = + [ + //* Unless given a Master, a pre-disaster monster will refuse to follow the player. + 256: "Pre-Disaster" : 0 + ] +] + +@BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = gibshooterbase +[ + //* The number of pieces to create. + m_iGibs(integer) : "Number of shots" : 1 + //* Delay (in seconds) between shots. If 0, all the shots are fired at once. + delay(string) : "Delay between shots" : "0" + m_iszPosition(string) : "At position (blank = here) [LP]" + m_iszVelocity(string) : "At velocity (blank = angle) [LV]" + //* How fast the gibs are fired + m_flVelocity(string) : "Gib Speed Factor [LR]" : "200" + //* Course variance + m_flVariance(string) : "Course Variance" : "0.15" + //* Time in seconds for gibs to live, +/- 5% + m_flGibLife(string) : "Shot lifetime (secs)" : "4" + m_iszTargetName(string) : "Shot's name" + //NEW 0.7.1 + //* If you want to change the behaviour of the shot, this is the field to use - + //* for example, you could target a motion_manager here, to change the shot's movement. + m_iszSpawnTarget(string) : "Fire on spawn (locus = shot)" + spawnflags(Flags) = + [ + 1 : "Repeatable" : 0 + 4 : "Debug" : 0 + ] +] + +@BaseClass = Light +[ + //* Don't create a light whose name begins with "light" - a bug/feature in RAD means + //* that such a light won't be able to switch on and off. + targetname(target_source) : "Name" + _light(color255) : "Brightness" : "255 255 128 200" + //* This field will have no effect on a dynamic (i.e. named) light. + style(Choices) : "Appearance (static)" : 0 = + [ + 0 : "Normal (on)" + 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" + ] + //* This field will have no effect on a static (i.e. nameless) light. + //* 'a' is dark, 'm' is normal brightness, 'z' is full brightness. + //* There's no support for a light to have a custom appearances when it's in a + //* state other than 'on'. See @trigger_lightstyle if you need this effect. + pattern(string) : "Custom Appearance (on)" + //NEW 0.3 + //* This field will have no effect on a static (i.e. nameless) light. + m_iOnStyle(Choices) : "Appearance (on)" : 0 = + [ + 0 : "Normal (on)" + 13: "Off" + 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" + ] + //NEW 0.3 + //* This field will have no effect on a static (i.e. nameless) light. + m_iOffStyle(Choices) : "Appearance (off)" : 0 = + [ + 0: "Normal (off)" + 20: "On" + 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" + ] + //NEW 0.3 + m_iTurnOnTime(integer) : "Time taken to turn on (secs)" : 0 + //NEW 0.3 + //* This field will have no effect on a static (i.e. nameless) light. + m_iTurnOnStyle(Choices) : "Appearance (turn on)" : 0 = + [ + 0: "Normal (off)" + 20: "On" + 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" + ] + //NEW 0.3 + m_iTurnOffTime(integer) : "Time taken to turn off (secs)" : 0 + //NEW 0.3 + //* This field will have no effect on a static (i.e. nameless) light. + m_iTurnOffStyle(Choices) : "Appearance (turn off)" : 0 = + [ + 0 : "Normal (on)" + 13: "Off" + 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" + ] +] + +@BaseClass base(Targetname, Global) = Breakable +[ + target(target_destination) : "Target on break" + //NEW 0.7.1 + //* Whenever the breakable takes damage, this entity will be triggered, and passed + //* the position and direction of the bullet (or whatever). + whenhit(string) : "Trigger when hit (locus = position)" + health(integer) : "Strength" : 100 + material(choices) : "Material type" : 0 = + [ + //* Gibs: models/glassgibs.mdl + //* Break noise: debris/bustglassX.wav + //* Bounce noise: debris/glassX.wav + 0: "Glass" + //* Gibs: models/woodgibs.mdl + //* Break noise: debris/bustcrateX.wav + //* Bounce noise: debris/woodX.wav + 1: "Wood" + //* Gibs: models/metalplategibs.mdl + //* Break noise: debris/bustmetalX.wav + //* Bounce noise: debris/metalX.wav + 2: "Metal" + //* Gibs: models/fleshgibs.mdl + //* Break noise: debris/bustfleshX.wav + //* Bounce noise: debris/fleshX.wav + 3: "Flesh" + //* Gibs: models/cindergibs.mdl + //* Break noise: debris/bustconcreteX.wav + //* Bounce noise: debris/concreteX.wav + 4: "Cinder Block" + //* Gibs: models/ceilinggibs.mdl + //* Break noise: debris/bustceilingX.wav + //* Bounce noise: none + 5: "Ceiling Tile" + //* Gibs: models/computergibs.mdl + //* Break noise: debris/bustmetalX.wav + //* Bounce noise: debris/woodX.wav + //* Note: Generates sparks when damaged. + 6: "Computer" + //* Gibs: models/glassgibs.mdl + //* Break noise: debris/bustglassX.wav + //* Bounce noise: debris/glassX.wav + //* Note: Makes ricochet noises when damaged. + 7: "Unbreakable Glass" + //* Gibs: models/rockgibs.mdl + //* Break noise: debris/bustconcreteX.wav + //* Bounce noise: debris/concreteX.wav + 8: "Rocks" + ] + explosion(choices) : "Gibs Direction" : 0 = + [ + 0: "Random" + 1: "Relative to Attack" + ] + delay(string) : "Delay before fire" : "0" + //* Can be used to override the default "gibs" value for the material you've specified. + 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 + //NEW 0.4 + respawn(choices) : "Respawn time (secs)" : 0 = + [ + 0: "No respawn" + -1: "Respawn when triggered" + ] + //NEW 0.4 + netname(string) : "Target on respawn" + spawnflags(flags) = + [ + 1 : "Only Trigger" : 0 + 2 : "Touch" : 0 + 4 : "Pressure" : 0 + 8 : "Fade Respawn" : 0 + 256: "Instant Crowbar" : 0 + ] +] + +@BaseClass base(Appearflags) = Door +[ + target(target_destination) : "Target (Always)" + //NEW 0.4 + message(string) : "Target on Open" + netname(string) : "Target on Close" + killtarget(target_destination) : "KillTarget" + //NEW 0.5 + //* Together with "On/Off Aware", this field replaces the old + //* "synchronised" flag. + //* When set, the door will fire its Target as soon as it + //* starts to move, instead of firing when it reaches the end + //* of its move. + //* (NB: the "Target on Open" and "Target on Close" fields are not + //* affected; they will still fire at the end of movement.) + immediatemode(choices) : "Fire before moving" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + //NEW 0.5 + //* Together with "Fire before moving", this field replaces the old + //* "synchronised" flag. + //* When this is set, instead of always firing its target with + //* USE_TOGGLE, the door will send USE_ON when opening and USE_OFF + //* when closing. (NB: the "fire on open" and "fire on close" fields + //* will still send USE_TOGGLE.) + //* Additionally, instead of simply toggling whenever it's + //* triggered, the door will open when sent USE_ON, and close when + //* sent USE_OFF. + onoffmode(choices) : "On/Off Aware" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + speed(integer) : "Speed" : 100 + //* The number against each sound corresponds to the wav file played. + //* e.g. Vacuum (4) plays "doors/doormove4.wav". + movesnd(choices) : "Move Sound" : 0 = + [ + 0: "No Sound" + 1: "Servo (Sliding) (1)" + 2: "Pneumatic (Sliding) (2)" + 3: "Pneumatic (Rolling) (3)" + 4: "Vacuum (4)" + 5: "Power Hydraulic (5)" + 6: "Large Rollers (6)" + 7: "Track Door (7)" + 8: "Snappy Metal Door (8)" + 9: "Squeaky 1 (9)" + 10: "Squeaky 2 (10)" + ] + //* The number against each sound corresponds to the wav file played. + //* e.g. Chunk (4) plays "doors/doorstop4.wav". + stopsnd(choices) : "Stop Sound" : 0 = + [ + 0: "No Sound" + 1: "Clang with brake (1)" + 2: "Clang reverb (2)" + 3: "Ratchet Stop (3)" + 4: "Chunk (4)" + 5: "Light airbrake (5)" + 6: "Metal Slide Stop (6)" + 7: "Metal Lock Stop (7)" + 8: "Snappy Metal Stop (8)" + ] + //* Setting wait to -1 also prevents the door from reversing when it comes into + //* contact with the player, as seen on the bunker door in Crossfire. + //* This setting isn't recommended if the door is using MoveWith. + wait(choices) : "Delay before close" : 3 = + [ + -1 : "Stays Open (-1)" + ] + lip(integer) : "Lip" + dmg(integer) : "Damage inflicted when blocked" : 0 + //* This delay only applies to the Target, not the Fire on Open/Close fields. + delay(integer) : "Delay before fire" + 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 + //NEW 0.3 + //* Normally a named door, or a door with "use only" selected, won't open when touched. + //* Tick here to override that. + 1024: "Force Touchable" : 0 + ] + _minlight(string) : "Minimum light level" +] + +@BaseClass base(Targetname, Target, Angles, MoveWith, RenderFields, Global) = BaseTank +[ + spawnflags(flags) = + [ + //* For computer-controlled guns. The gun is 'On'- i.e. ready to fire at the player- at the start of the level. + 1 : "Active" : 0 + //* For computer-controlled guns. If the gun can't see the player, it won't fire. + //* (usually, for a while, the tank will keep firing at the last place it saw the player.) + 16: "Line of Sight" : 0 + //* To make a tank which the player can use, you'll also need a @func_tankcontrols entity. + 32: "Controllable" : 0 + //NEW 0.2 + //* Makes the gun project a laser spot, similar to the player's rocket launcher. + //* This is helpful for players who are trying to aim with it. + 64: "Laser Spot" : 0 + //NEW 0.2 + //* For player-controlled guns. + //* Makes the gun point at whatever is at the centre of the player's view, instead of simply facing the same way as the player. + 128: "Match Target" : 0 + ] + + //* Mainly for use with 1009 team settings (game_team_master) + master(string) : "(Team) Master" + //NEW 0.6 + //* While this master is locked, the gun cannot fire, but the player can still control it. + //* (Intended to enable reloading effects.) + firemaster(string) : "Fire Master" + //NEW 0.7.1 + //* Whenever the tank fires, this entity is triggered. (the locus for this is + //* the coordinates and direction at the end of the gun.) + m_iszLocusFire(string) : "Trigger on firing (locus = barrel)" + 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(sprite) : "Smoke Sprite" : "" + spriteflash(sprite) : "Flash Sprite" : "" + spritescale(string) : "Sprite scale" : "1" + //* Bug fixed: rotate sound now stops when a player releases control of the gun. + 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" + //NEW 0.4 + m_iClass(choices) : "Behaviour" : 0 = + [ + 0: "Attack only players" + 11: "Barney" + 4: "Human Military" + 5: "Alien Military" + ] + _minlight(string) : "Minimum light level" +] + +@BaseClass = PlatSounds +[ + movesnd(choices) : "Move Sound" : 0 = + [ + 0: "No Sound" + //* plats/bigmove1.wav + 1: "big elev 1" + //* plats/bigmove2.wav + 2: "big elev 2" + //* plats/elevmove1.wav + 3: "tech elev 1" + //* plats/elevmove2.wav + 4: "tech elev 2" + //* plats/elevmove3.wav + 5: "tech elev 3" + //* plats/freightmove1.wav + 6: "freight elev 1" + //* plats/freightmove2.wav + 7: "freight elev 2" + //* plats/heavymove1.wav + 8: "heavy elev" + //* plats/rackmove1.wav + 9: "rack elev" + //* plats/railmove1.wav + 10: "rail elev" + //* plats/squeekmove1.wav + 11: "squeek elev" + //* plats/talkmove1.wav + 12: "odd elev 1" + //* plats/talkmove2.wav + 13: "odd elev 2" + ] + custommovesnd(sound) : "Custom Move Sound" + stopsnd(choices) : "Stop Sound" : 0 = + [ + 0: "No Sound" + //* plats/bigstop1.wav + 1: "big elev stop1" + //* plats/bigstop2.wav + 2: "big elev stop2" + //* plats/freightstop1.wav + 3: "freight elev stop" + //* plats/heavystop2.wav + 4: "heavy elev stop" + //* plats/rackstop1.wav + 5: "rack stop" + //* plats/railstop1.wav + 6: "rail stop" + //* plats/squeekstop1.wav + 7: "squeek stop" + //* plats/talkstop1.wav + 8: "quick stop" + ] + customstopsnd(sound) : "Custom Stop Sound" + 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(Targetname, Master, Targetx) = Trigger [] + +@BaseClass = TriggerCond +[ + //NEW 0.5 + //* Only trigger when touched by an entity with this name. + //* If this is set, the flags "Monsters", "Pushables", etc will be ignored. + //* (Alternatively you can specify a classname, e.g. monster_barney.) + netname(string) : "Triggered only by entity" + spawnflags(flags) = + [ + 1: "Monsters" : 0 + 2: "No Clients" : 0 + 4: "Pushables" : 0 + //NEW 0.6 + 8: "Everything else": 0 + ] +] + + +@BaseClass base(Targetname, Angles, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = Script +[ + target(target_destination) : "Target (fire when done)" + delay(string) : "Delay before firing target" : "0" + killtarget(target_destination) : "KillTarget when done" + //NEW 0.4 + //* When the animation starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.) + //* This is useful to let you have special effects etc triggered during the animation. + m_iszFireOnBegin(string): "Fire after moving" + //* Specify either a classname (e.g. monster_barney) or a targetname to look for. + m_iszEntity(string) : "Target Monster [LE]" + //* If "Target Monster" is a classname, the game picks a random monster of that type from within this + //* search radius. + m_flRadius(integer) : "Search Radius" : 512 + //NEW 1.0 + m_iPriority(choices) : "Priority" : 0 = + [ + 0 : "Normal" + 4 : "Override other sequences" + ] + //NEW 1.0 + m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 = + [ + 0 : "Default AI" + 1 : "Ambush" + ] + //NEW 0.7.1 + m_iRepeats(integer) : "Repeat action X more times" : 0 + //NEW 0.7.1 + m_fRepeatFrame(string) : "Repeat from frame" : "0" + spawnflags(Flags) = + [ + //* Default behaviour for a sequence is to delete itself after finishing. + 4 : "Repeatable" : 0 + //* If the player shoots a monster or tells a scientist/barney to follow him, any + //* scripts the monster is playing will usually be interrupted. + 32: "No Interruptions" : 0 + ] +] + +@BaseClass base(Script) size(-16 -16 0, 16 16 72) color(255 0 255) = ScriptSequence +[ + //NEW 1.0 + m_iszMoveTarget(string) : "Move target (blank = this) [LE]" + m_fMoveTo(choices) : "Move to Position" : 0 = + [ + //* Don't move at all. (Turn Type will be ignored.) + 0 : "No (don't turn)" + //* Walk to the move target, then turn. + 1 : "Walk" + //* Run to the move target, then turn. + 2 : "Run" + //* Don't move - just turn to face to whatever the turn mode. + 5 : "No - Only turn" + //* Teleport to the move target. Also, the monster's angle will instantly change to + //* whatever is specified in the turn target's "turn type". + //* Spirit fixes a bug which used to freeze a monster when playing scripts with this setting. + 4 : "Instant move + turn" + //NEW 1.0 + //* Don't move - just change angle to whatever the turn type specifies, instantly. + 6 : "No - Instant turn" + ] + //NEW 0.6 + //* If you specify a classname (e.g. monster_barney) here, the script will choose a random entity of that + //* type. + m_iszAttack(string) : "Turn target (blank = this) [LE]" + //NEW 0.3 + m_fTurnType(choices) : "Turn mode" : 0 = + [ + //* Turn to the same angle the turn target is facing. + 0 : "Match Angle" + //* Turn to look at the turn target. + 1 : "Turn to face" + 2 : "Don't Turn" + ] + //* Animation to play after moving. Note that a @monster_generic won't add any sounds or + //* special effects to its animations. If you need those to appear, you'll have to use the + //* specific monster_<whatever> entities, instead. + m_iszPlay(string) : "Action Animation" : "" + //* If you specify an idle animation, then when the level begins the monster will be frozen and made + //* to play that animation (this is the main use for the idle animation in Valve's levels). After that + //* the monster will play the action animation when you trigger the sequence, and will then revert to its + //* normal AI. + //* If there are any other scripted_sequences with the same name as this one, then the monster will also play the "idle" animation + //* while it's waiting for the other sequences to be ready to start. + //* And finally, if the action animation is the same as the idle animation, then any time the monster would be playing the idle + //* animation, instead it will be frozen. + //* Obvious, eh? ;) + m_iszIdle(string) : "Idle Animation" : "" + spawnflags(Flags) = + [ + //* If the animation includes the monster dying, don't fade the corpse afterwards. + 8 : "Leave Corpse" : 0 + //* Even if the animation makes the monster look like it's walking around, DON'T shift + //* the monster to its apparent new location when the animation ends. + 128: "No Script Movement" : 0 + //NEW 0.4 + //* Some death sequences kill the monster automatically (e.g. "herodie" in loader.mdl) + //* but for most you'll have to tick this box. This is affected by Leave Corpse in the + //* obvious way. + 256: "Monster Dies" : 0 + ] +] + +// +// Entities +// + +//* Obsolete. Use scripted_sequence. (The only difference between them is that aiscripted_sequence +//* effectively has its "Override AI" flag ticked all the time. +@PointClass base(ScriptSequence) = aiscripted_sequence : "AI Scripted Sequence" [] + +@PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = ambient_generic : "Universal Ambient" +[ + message(sound) : "WAV Name (e.g. vox/c.wav)" + health(integer) : "Volume (10 = loudest)" : 10 + //NEW 0.5 + //* The entity you name here will play the sound, instead of the ambient_generic doing so itself. + //* Be aware that if the entity is playing another sound on the same channel, they will interfere + //* with each other. + target(target_destination) : "Entity to play from" + //NEW 0.5 + channel(choices) : "Channel to use for that entity" : 6 = + [ + 1: "Weapon" + //* If a monster's model has a mouth, and you play a sound on its "voice" channel, + //* the mouth will automatically move. + 2: "Voice" + 3: "Item" + 4: "Body" + 5: "Stream" + 6: "Static" + ] + 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(choices) : "LFO type (0 - 3)" : 0 = + [ + 0: "Off" + 1: "Square" + 2: "Triangle" + 3: "Round" + ] + 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 + //* Medium is the default radius, so ticking this does nothing. + //* (These should really be chosen from a pull-down menu.) + 4: "Medium Radius" : 0 + 8: "Large Radius" : 0 + 16:"Start Silent" : 0 + 32:"Is NOT Looped" : 0 + ] +] + +// +// ammo +// + + +@PointClass base(Ammo, Targetx) = ammo_357 : "357 Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_9mmAR : "9mm Assault Rifle Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_9mmbox : "box of 200 9mm shells" [] +@PointClass base(Ammo, Targetx) = ammo_9mmclip : "9mm Pistol Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_ARgrenades : "Assault Grenades" [] +@PointClass base(Ammo, Targetx) = ammo_buckshot : "Shotgun Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_crossbow : "Crossbow Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_gaussclip : "Gauss Gun Ammo" [] +@PointClass base(Ammo, Targetx) = ammo_rpgclip : "RPG Ammo" [] + +//* This entity is probably obsolete, now that @func_button has a "Can't Use" flag. +@SolidClass base(Target, Master, RenderFields, ZHLTLightKeys, MoveWith) = button_target : "Target Button" +[ + spawnflags(flags) = + [ + 1: "Use Activates": 0 + 2: "Start On" : 0 + ] +] + + +// +// locus calculation entities +// + +//NEW 0.7.1 +//* To use this, simply refer to it in any field that's designated [LP]. +@PointClass color(128 200 64) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_position : "Calculate position" +[ + netname(string) : "Entity to use [LE]" : "*locus" + impulse(choices) : "Position to calculate" : 1 = + [ + 0 : "Origin" + 1 : "Eyes" + 2 : "Top" + 3 : "Centre" + 4 : "Bottom" + 5 : "Attachment point 0" + 6 : "Attachment point 1" + 7 : "Attachment point 2" + 8 : "Attachment point 3" + //* Return a random point from within the entity's bounding box. + 9 : "Random" + ] + message(string) : "Add offset [LV]" : "0 0 0" +] + + +//NEW 0.7.1 +//* To use this, simply refer to it in any field that's designated [LR]. +@PointClass base(Targetname) color(170 221 85) size(-12 -12 -12, 12 12 12) = calc_ratio : "Ratio adjustment" +[ + target(string) : "Based on ratio [LR]" : "*locus" + impulse(choices) : "Transformation" : 0 = + [ + 0 : "None" + 1 : "Reversed (1-X)" + 2 : "Negative (-X)" + 3 : "Reciprocal (1/X)" + ] + netname(string) : "Offset by [LR]" : "0" + message(string) : "Scale factor [LR]" : "1" + noise(string) : "Min (blank = none) [LR]" + noise1(string) : "Max (blank = none) [LR]" + frags(choices) : "If outside range" : 0 = + [ + //* e.g. if the range were 0%-100%, and the value were 120%, the result would be 100%. + 0 : "Pick nearest value" + //* In the case above, the result would be 20%. + 1 : "Wrap around" + //* In the case above, the result would be 80%. + 2 : "Bounce back" + ] +] + +//NEW 0.7.1 +//* To use this, simply refer to it in any field that's designated [LV]. +@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_subvelocity : "Calculate velocity based on entity properties" +[ + netname(string) : "Entity to use [LE]" : "*locus" + impulse(choices) : "Value to calculate from" : 0 = + [ + 0 : "Movement Velocity" + 1 : "Angle" + 2 : "View Angle" + 5 : "Attachment point 0" + 6 : "Attachment point 1" + 7 : "Attachment point 2" + 8 : "Attachment point 3" + ] + noise(string) : "Scale factor [LR]" : "1.0" + message(string) : "Add offset [LV]" : "0 0 0" + spawnflags(flags) = + [ + 1 : "Normalize" : 0 + 2 : "Flip Vertical" : 0 + ] +] + +//NEW 0.7.1 +//* To use this, simply refer to it in any field that's designated [LV]. +//* This calculates the velocity that would be needed to travel from one point to another. +//* By default, things will take 0.1 seconds to travel this distance. (Use the "length +//* factor" setting to change this.) +//* This can also be used to calculate (for example) where a beam's endpoint should +//* be, in order for it to point towards a given location. +@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_velocity_path : "Calculate velocity for travelling" +[ + target(string) : "Start position [LP]" : "*locus" + netname(string) : "Destination" + armorvalue(choices) : "Destination is" : 0 = + [ + //* The destination is the end position. + 0 : "Position [LP]" + //* To find the end position, add this offset to the start position. + 1 : "Offset [LV]" + ] + health(choices) : "Length Calculation" : 0 = + [ + 4 : "Square (X = X*X)" + 0 : "None (X = X)" + //* With this choice, the actual distance between the points is ignored. + //* So instead of taking a fixed time to travel, the object will move at + //* a fixed speed, or the beam will extend a fixed distance. + 1 : "Normalise (X = 1)" + 2 : "Reciprocal (X = 1/X)" + 3 : "Inverse Square (X = 1/X*X)" + ] + //* E.g: 2.0 will specify "twice as fast/twice as far", and + //* 0.5 will specify "half as fast/half as far". + //* A negative number here will make the line go in the opposite direction. + noise(string) : "Length factor [LR]" : "1.0" + //* If this is set, a line will be drawn from the start position to the end + //* position. The first obstacle it hits will then be used as the new end + //* position. + frags(choices) : "Line is blocked by" : 0 = + [ + 0 : "Nothing" + 1 : "Walls" + 2 : "Walls & Glass" + 3 : "Walls & Monsters" + 4 : "Walls, Monsters & Glass" + ] +] + +//NEW 0.7.1 +//* To use this, simply refer to it in any field that's designated [LV]. +@PointClass color(170 179 43) size(-12 -12 -12, 12 12 12) base(Targetname) = calc_velocity_polar : "Calculate velocity" +[ + netname(string) : "Based on velocity [LV]" + //* Rotate the velocity by this amount. + angles(string) : "Rotated by angle (Y Z X)" : "0 0 0" + //* Scale the velocity by this factor. + //* E.g: 2.0 will specify "twice as fast/twice as far", and + //* 0.5 will specify "half as fast/half as far". + noise(string) : "Length factor [LR]" : "1.0" + //* After rotation and scaling, add this offset to the velocity. + message(string) : "Add offset [LV]" : "0 0 0" + spawnflags(flags) = + [ + //* The "length factor" field will set the exact length of the velocity, + //* instead of scaling it by a factor. + 1 : "Normalize" : 0 + ] +] + +// +// cyclers +// + +// This entity is probably obsolete, now that env_model exists. +@PointClass base(Targetname, RenderFields, MoveWith) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler" +[ + model(studio) : "Model" +] + +@PointClass base(Targetname, RenderFields, MoveWith) sprite() = cycler_sprite : "Sprite Cycler" +[ + model(sprite) : "Sprite" + framerate(integer) : "Frames per second" : 10 +] + +@PointClass base(Monster, MoveWith) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler" [] + +// +// 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" + //* If you only give the beam one endpoint, then radius will specify how + //* far away the other endpoint should be (randomly) placed. + Radius(integer) : "Radius" : 256 + life(string) : "Life (seconds 0 = infinite)" : "0" + BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 + NoiseAmplitude(integer) : "Distortion (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 (-1 = never)" : "0" + //NEW 0.6 + //* If you use a negative number for the damage, it'll now heal the target. + damage(string) : "Damage / second" : "0" + //NEW 0.6 + frags(choices) : "Damage type" : 0 = + [ + 0 : "Energy Beam" + 1 : "Fracture" + 2 : "Bullet ('blood loss')" + 4 : "Lacerations" + 8 : "Burning" + 16 : "Freezing" + 128 : "Crowbar" + 256 : "Electric shock" + 512 : "Sonic ('internal bleeding')" + 16384 : "Drowning" + 65536 : "Biohazard" + 131072 : "Poison (duration)" + 262144 : "Radiation" + 1048576: "Hazardous chemical" + ] + //NEW 0.6 + target(target_destination) : "Fire on trip" + //NEW 0.6 + netname(target_destination) : "Tripped only by entity" + spawnflags(flags) = + [ + //* This is the default unless you specify a name. + 1 : "Start On" : 0 + 2 : "Toggle" : 0 + 4 : "Random Strike" : 0 + //* Makes the beam form a circle, with a diameter that stretches between the two endpoints. + //* For some unknown reason, both endpoints must have a model. + //* NB: because the beam will stretch between the origins of the two entities, you'll + //* need to give each endpoint an origin brush. + 8 : "Ring" : 0 + 16: "StartSparks" : 0 + 32: "EndSparks" : 0 + 64: "Decal End" : 0 + //* The beam fades in from nothing, like a tracer bullet. + 128: "Fade Start" : 0 + 256: "Fade End" : 0 + //NEW 0.4 + //* For making a rope, etc. + //* NB: this flag will be ignored unless the beam's Life is 0. + //* This also won't work on a Ring beam. + 512: "Draw Solid" : 0 + 1024: "Draw Sine" : 0 + ] +] + +//NEW 0.7.1 +//* If you specify an "entity to trail", a trail will be attached or removed from the entity you +//* specify. The trail will turn off automatically if the +//* entity remains stationary for a few seconds, or alternatively you can turn it on and off by +//* triggering the env_beamtrail. +//* If you don't specify an "entity to trail", the env_beamtrail itself will have a trail; in that case +//* you probably want to tell it what entity it should MoveWith. +//* Neither version will do anything if the trailed entity isn't moving when you activate the trail. +//* The trail effect doesn't correspond exactly to with the movement of the entity, so don't expect too +//* much from it. We're not mapping for UT2003 here. +@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_beamtrail : "Beam trail effect" +[ + target(string) : "Entity to trail (blank = this) [LE]" + netname(sprite) : "Sprite Name" : "sprites/smoke.spr" + renderamt(integer) : "Brightness (1 - 255)" : 255 + rendercolor(color255) : "Color (R G B)" : "255 255 255" + armorvalue(integer) : "Width" : 5 + health(string) : "Fade time (secs)" : "4.0" + spawnflags(flags) = + [ + 1: "Start off" : 0 + ] +] + +@PointClass base(Targetname, Angles, MoveWith) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser" +[ + target(string) : "Initial position (blank = here) [LP]" + 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, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects" +[ + target(string) : "Initial position (blank = here) [LP]" + netname(string) : "Direction (blank = angles) [LV]" + 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 + ] +] + +//* Bubbles cannot drift sideways with this entity; use an @env_model and +//* "models/pipe_bubbles.mdl" instead. +@SolidClass base(Targetname, ZHLTLightKeys, MoveWith) = 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 + ] +] + +//NEW 0.4 +//* Works like an @env_render: you trigger it to change the properties of the target. +@PointClass = env_customize : "Change entity properties" +[ + //* Leave this blank to have it take effect as soon as the level starts. + targetname(target_source) : "Name" + //* You can also specify a classname here, e.g. monster_barney. + target(string) : "Target to affect [LE]" + //* If the target is a classname, the game picks a random monster of that type from within this + //* search radius. This has no effect if the target is anything except a classname. + m_flRadius(integer) : "Search Radius" : 512 + //* Player: 0 = gordon's head, 1 = helmeted. + //* Gina, Gordon, Helmet and Scientist player models: 0 = original design, 1 = updated (better looking) version. + //* Barneys: 0 = holstered gun, 1 = holding gun, 2 = missing gun. + //* Scientists: 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick) + //* Human Grunts: 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar) + //* Note that this entity can only change their appearance- for example, grunts who had shotguns will still fire shotgun rounds. + body(choices) : "Set body" : -1 = + [ + -1 : "No change" + ] + //* Scientists and Human Grunts: 1 = black skin. + //* Bullsquids, Houndeyes, Slaves: 1 = eyes shut. + //* Ichthyosaur: 0-4 = different eye positions. + skin(choices) : "Set skin" : -1 = + [ + -1 : "No change" + -2 : "Toggle 0/1" + 0 : "Skin 0 (normal)" + 1 : "Skin 1" + 2 : "Skin 2" + 3 : "Skin 3" + ] + //* If the target is a brush entity with a switchable texture (one with both a +0 version and + //* a +A version), then this switches between the two versions. + //* If the entity has switchable texlights on it, this will also turn those lights on and off. + frame(choices) : "Set brush texture" : -1 = + [ + -1 : "No change" + -2 : "Toggle 0/1" + 0 : "Texture 0 (normal)" + 1 : "Texture 1 (alternate)" + //* With this set, triggering the env_customize On makes the target + //* use its normal texture, and Off makes it use the alternate one. + 4: "On/Off based on usetype" + //* The opposite of the previous setting; On sets the alternate texture, + //* Off sets the normal one. + 5: "Off/On based on usetype" + ] + //* Use this setting with caution - a lot of a monster's behaviour is + //* determined by its model. (You should be safe if the new model is just + //* a set of different textures.) + m_iszModel(string) : "Set model (e.g. models/can.mdl)" + m_bloodColor(choices) : "Blood Color" : 0 = + [ + 0 : "No change" + -1 : "Don't Bleed" + 247 : "Red (Human)" + 195 : "Yellow (Alien)" + ] + //* Change the pitch of the monster's voice (100 = normal pitch, higher numbers = higher pitch) + m_voicePitch(choices) : "Voice Pitch (100 = normal)" : -1 = + [ + -1 : "No change" + ] + //* >1 = fast + //* 1 = normal speed + //* 0..1 = slow + //* 0 = stop + //* -1 = no change + m_fFramerate(string) : "Frame rate (-1 = no change)" : "-1" + //* Sets: + //* agrunt.mdl: head position (45..-45) + //* hgrunt.mdl: head position (70..-70) + //* barney.mdl, gman.mdl, islave.mdl, scientist.mdl: head position (60..-60) + //* apache.mdl: gun yaw (90..-90) + //* barnacle.mdl: tongue length (0..-1024) + //* garg.mdl: body yaw (60..-60) + //* osprey.mdl: rotor angle (0..-90) + //* icky.mdl: tail position (45..-45) + //* miniturret.mdl, sentry.mdl, turret.mdl: gun yaw (0..360) + m_fController0(choices) : "Bone controller 0" : 0 = + [ + 0 : "No change" + 1024 : "Set to 0" + ] + //* Sets: + //* apache.mdl: gun pitch (45..-10) + //* (mini)turret.mdl: gun pitch (15..-90) + //* sentry.mdl: gun pitch (60..-60) + //* garg.mdl: body pitch (35..-35) + m_fController1(choices) : "Bone controller 1" : 0 = + [ + 0 : "No change" + 1024 : "Set to 0" + ] + //* In the standard models, this does nothing. Supplied for the benefit of + //* user-produced models. + m_fController2(choices) : "Bone controller 2" : 0 = + [ + 0 : "No change" + 1024 : "Set to 0" + ] + //* In the standard models, this does nothing. Supplied for the benefit of + //* user-produced models. + m_fController3(choices) : "Bone controller 3" : 0 = + [ + 0 : "No change" + 1024 : "Set to 0" + ] + m_iClass(choices) : "Set behaviour" : 0 = + [ + 0 : "No change" + //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids. + 3 : "Scientist" + //* Likes players and scientists; dislikes Machines, Human Military, and all aliens. + 11: "Barney" + //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military. + 4 : "Human Military" + //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them. + //* Otherwise, they're pretty much like Human Military. + 1 : "Machine (Human Military)" + //* Hates players and Human Military. Dislikes Machines, scientists and barneys. + 5 : "Alien Military" + //* Dislikes Machines and all humans. + 7 : "Other Alien" + //* Dislikes all humans. Scared of Bullsquids. + 8 : "Headcrab" + //* Hates Headcrabs. Dislikes humans and other Bullsquids. + 9 : "Bullsquid" + //* Dislikes everyone, except other Faction A members. + 14 : "Faction A" + //* Dislikes everyone, except other Faction B members. + 15 : "Faction B" + //* Dislikes everyone, except other Faction C members. + 16 : "Faction C" + ] + //* Replaces the old "Player Ally" flag. + m_iPlayerReact(choices) : "Reaction to player" : -1 = + [ + -1 : "No Change" + //* That is, normal for the monster's current behaviour. + 0 : "Normal" + 1 : "Ignore" + //* Scientists usually use this behaviour. The monster will + //* stop being friendly when hurt by the player, regardless of + //* how. (e.g. even if they stupidly ran into the middle of a firefight.) + 2 : "Friendly until hurt" + //* Barneys usually use this behaviour. The monster will + //* stop being friendly when shot deliberately by the player, + //* but not when (for instance) caught in grenade explosions, or in the + //* middle of combat. + 3 : "Friendly unless provoked" + 4 : "Enemy" + // Not yet implemented, but will allow any monster to act like a barney/scientist, + // following the player on request. + //5 : "Follower" + ] + //* If you want the entity to be partly transparent, use @env_render instead. + m_iVisible(choices) : "Visibility" : 0 = + [ + 0: "No change" + 1: "Visible" + 2: "Invisible" + 3: "Toggle" + //* Trigger the env_customize On for visible, and Off for invisible. + 4: "On/Off based on usetype" + //* Trigger the env_customize Off for visible, and On for invisible. + 5: "Off/On based on usetype" + ] + //* Currently, this will cause problems if used to solidify a non-monster, + //* non-brush entity. + //* Note that a @func_ladder will still act as a ladder if you make it + //* non-solid. + m_iSolid(choices) : "Solidity" : 0 = + [ + 0: "No change" + 1: "Solid" + 2: "Not Solid" + 3: "Toggle" + //* Trigger the env_customize On for solid, and Off for non-solid. + 4: "On/Off based on usetype" + //* Trigger the env_customize Off for solid, and On for non-solid. + 5: "Off/On based on usetype" + ] + m_iPrisoner(choices) : "Prisoner" : 0 = + [ + 0: "No change" + 1: "Yes" + 2: "No" + 3: "Toggle" + //* Trigger the env_customize On for a prisoner, and Off for a non-prisoner. + 4: "On/Off based on usetype" + //* Trigger the env_customize Off for a prisoner, and On for a non-prisoner. + 5: "Off/On based on usetype" + ] + m_iMonsterClip(choices) : "MonsterClip flag" : 0 = + [ + 0: "No change" + 1: "On" + 2: "Off" + 3: "Toggle" + //* Trigger the env_customize On to use Monsterclip, and Off to not use it. + 4: "On/Off based on usetype" + //* Trigger the env_customize Off to use Monsterclip, and On to not use it. + 5: "Off/On based on usetype" + ] + //* Applies to barneys, scientists, "Friendly until hurt" and "Friendly + //* until provoked" monsters, and overrides these monsters' usual liking + //* for the player- e.g. as if the player had shot them. + m_iProvoked(choices) : "Angry At Player" : 0 = + [ + 0: "No change" + 1: "Yes" + 2: "No" + 3: "Toggle" + //* Trigger the env_customize On to be angry, and Off to calm down. + 4: "On/Off based on usetype" + //* Trigger the env_customize Off to be angry, and On to calm down. + 5: "Off/On based on usetype" + ] + spawnflags(flags) = + [ + 1: "Affect corpses" : 0 + 2: "Once Only" : 0 + 4: "Debug" : 0 + ] +] + +//NEW 0.7.1 +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_decal : "Decal sprayer" +[ + target(string) : "Position (blank = here) [LP]" + netname(string) : "Spray direction (blank = angle) [LV]" + message(string) : "Max distance (blank = none) [LR]" + impulse(choices) : "Decal group" : 0 = + [ + 1 : "Gunshot" + 5 : "Big gunshot" + 2 : "Blood" + 3 : "Alien blood" + 4 : "Glass cracks" + 6 : "Scorch marks" + 7 : "Bullsquid splat" + 0 : "Custom (see below)" + ] + noise(sprite) : "Custom decal texture" +] + +//NEW 0.7.1 +//* Creates a temporary ball of light when triggered. +//* Note that this primarily lights the world (i.e. brushes); studio models will +//* pick up the lighting if they're standing in it, but they'll just be a solid colour. +//* To just light studio models, see @env_elight. +@PointClass base(Targetname, MoveWith) = env_dlight : "Dynamic light effect" +[ + message(string) : "Position (blank = here) [LP]" + rendercolor(color255) : "Light Color (R G B)" : "255 255 255" + renderamt(integer) : "Radius" : 12 + health(string) : "Duration (0 = until triggered)" : "0.0" + frags(integer) : "Decay (units/sec)" : 0 + spawnflags(Flags) = + [ + 1 : "Only once" : 0 + 2 : "Start on" : 0 + ] +] + +//NEW 0.7.1 +//* Creates a temporary ball of light when triggered. Only lights studio models +//* (e.g. monsters), but does light them properly. Quite pretty. +//* See @env_dlight if you want to light the walls, etc. +@PointClass base(Targetname, MoveWith) = env_elight : "Entity light effect" +[ + netname(string) : "At position (blank = here) [LP]" + target(string) : "Entity to follow (blank = this) [LE]" + impulse(choices) : "Attachment point on that entity" : 0 = + [ + 0 : "None" + 1 : "1" + 2 : "2" + 3 : "3" + 4 : "4" + ] + renderamt(integer) : "Radius" : 12 + rendercolor(color255) : "Color (R G B)" : "255 255 255" + health(string) : "Duration (0 = until triggered)" : "0.0" + frags(integer) : "Decay (units/sec)" : 0 + spawnflags(Flags) = + [ + 1 : "Only once" : 0 + 2 : "Start on" : 0 + ] +] + +//NEW 0.4 +//* Essentially, this produces a shifting group of parallel beams. I've called it +//* env_rain because that's the most-requested use for it. +//* For a sunbeam effect, try Drip Speed = 0, Drip Width = 30, Drip Brightness = 25, +//* Drip Color = 255 255 255, Time between updates = 0, Drip Sprite = sprites/laserbeam.spr. +//* For snow, try Drip Speed = 20, Drip Width = 20, Drip Color = 255 255 255, +//* Drip Sprite = sprites/rain.spr. +@SolidClass base(Targetname, MoveWith) = env_rain : "Rain Effect" +[ + //* Set this to (for example) "70 0 0" to make slanted rain. + angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" + //* Negative numbers will make the rain fall upwards. + //* This is an average; each drip will move at between 75%-125% of this speed. + m_dripSpeed(integer) : "Drip Speed" : 40 + m_dripSize(integer) : "Drip Width" : 5 + m_brightness(integer) : "Drip Brightness (1 - 255)" : 128 + rendercolor(color255) : "Drip Color (R G B)" : "64 128 255" + m_iNoise(integer) : "Beam noise (distortion)" : 0 + m_burstSize(integer) : "Number of drips per update" : 2 + //* If 0, no updates; all the beams will appear as soon as it's activated. + m_flUpdateTime(string) : "Time between updates" : "0.5" + m_flMaxUpdateTime(string) : "Max time between updates (random)" + target(string) : "Fire on updating" + m_fLifeTime(string) : "Beam Lifetime (0 = three updates)" + texture(sprite) : "Drip Sprite" : "sprites/rain.spr" + m_axis(choices) : "Beam Direction" : 0 = + [ + 0 : "Z axis (vertical)" + 1 : "X axis" + 2 : "Y axis" + ] + m_iExtent(choices) : "Extent type" : 0 = + [ + 0 : "Fill brush" + 1 : "Obstructable" + 3 : "Reverse obstructable" + 2 : "Arcing" + 4 : "Reverse arcing" + ] + spawnflags(Flags) = + [ + 1 : "Start Off" : 0 + ] +] + +@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion" +[ + target(string) : "Initial position (blank = here) [LP]" + iMagnitude(integer) : "Magnitude/Radius" : 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) = env_fade : "Screen Fade" +[ + spawnflags(flags) = + [ + 1: "Fade From" : 0 + 2: "Modulate" : 0 + //* If activated by a player, that player's screen will fade, + //* but other players will be unaffected. + 4: "Activator Only" : 0 + //NEW 0.7.1 + //* Ignore the hold time; just fade out permanently. + //* (To fade back in, you'll need to use another env_fade.) + 8: "Permanent" : 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" +] + +//NEW 0.6 +@PointClass base(Targetname) = env_fog : "Fog effect, DMC stylee" +[ + fadein(integer) : "Fade in time" : 0 + holdtime(string) : "Hold time (0 = permanent)" : "0" + fadeout(integer) : "Fade out time" : 0 + startdist(integer) : "Fog start position" : 0 + enddist(integer) : "Fog end position" : 1000 + rendercolor(color255) : "Fog Color (R G B)" : "255 255 255" + spawnflags(flags) = + [ + 1 : "Start active" : 0 + ] +] + +//NEW 0.6 +//* To set the player's footstep sounds, trigger this entity 'on'. To revert to normal, +//* trigger it 'off' in the same way. +//* Alternatively, you can just toggle it, to alternately set and unset the sounds. +//* If one of the sound fields is left blank, it will have no effect... so if you +//* actually want it to become silent, choose common/null.wav. +//* This entity is probably most useful as the "fire on/off" target of a trigger_inout, +//* to specify the area over which the footsteps are to be changed. +@PointClass base(Targetname, Master) = env_footsteps : "Change Movement Sounds" +[ + frags(choices) : "Preset Footstep type" : 0 = + [ + 0 : "Custom (see below)" + -1 : "Concrete" + 1 : "Metal" + 2 : "Dirt" + 3 : "Vent" + 4 : "Grate" + 5 : "Tile" + 6 : "Paddling" + 7 : "Wading" + 8 : "Ladder" + ] + //* Here, you can either specify a single sound file as normal, or else specify + //* a group of 4 sounds by inserting '?' instead of the number 1-4. + //* (for example, to play a random sound in the range player/pl_step1.wav to + //* player/pl_step4.wav, you would write 'player/pl_step?.wav'.) + //* (This works on the other sound fields, too.) + noise(sound) : "Custom Footstep sound" + noise1(sound) : "Ladder sound" + noise2(sound) : "Wading sound" + noise3(sound) : "Paddling sound" + spawnflags(flags) = + [ + 1: "Set only" : 0 + 2: "Once only" : 0 + ] +] + +@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" +[ + //NEW 0.7.1 + message(string) : "Position (blank = here) [LP]" + //NEW 0.7.1 + //* Default: sprites/flare6.spr + netname(sprite) : "Particle sprite" + spawnflags(flags) = + [ + 1: "Reverse" : 0 + //NEW 0.5 + 2: "Repeatable" : 0 + ] +] + +//* See also @env_state +@PointClass base(Targetname) color(255 255 128) = env_global : "Global State" +[ + globalstate(string) : "Global State to Set" + triggermode(choices) : "Trigger to send" : 3 = + [ + 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, MoveWith, RenderFieldsMax) 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, RenderFxChoices, Angles, MoveWith) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" +[ + //NEW 1.0 + LaserStart(target_destination) : "Start At (blank = here) [LP]" + LaserTarget(target_destination) : "Fire Towards" + m_iTowardsMode(choices) : "Meaning of Fire Towards" : 0 = + [ + 0 : "Position [LP]" + 1 : "Direction [LV]" + ] + renderamt(integer) : "Brightness (1 - 255)" : 255 + rendercolor(color255) : "Beam Color (R G B)" : "255 255 255" + 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" + //NEW 1.0 + //* If you want, you can name an env_sprite here, and the laser will use that as its start sprite. + StartSprite(sprite) : "Start Sprite" : "" + //* If you want, you can name an env_sprite here, and the laser will use that as its end sprite. + EndSprite(sprite) : "End Sprite" : "" + TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 + framestart(integer) : "Starting Frame" : 0 + //NEW 0.6 + //* If you specify a negative number here, the target will be healed instead. + damage(string) : "Damage / second" : "100" + //NEW 0.6 + frags(choices) : "Damage type" : 0 = + [ + 0 : "Energy Beam" + 1 : "Fracture" + 2 : "Bullet ('blood loss')" + 4 : "Lacerations" + 8 : "Burning" + 16 : "Freezing" + 512 : "Sonic ('internal bleeding')" + 16384 : "Drowning" + 65536 : "Biohazard" + 131072 : "Poison (continuous)" + 262144 : "Radiation" + 1048576: "Hazardous chemical" + ] + //NEW 0.6 + target(target_destination) : "Fire when tripped" + //NEW 0.6 + netname(target_destination) : "Tripped only by entity" + //NEW 0.6 + m_iProjection(choices) : "Projection mode" : 0 = + [ + 0: "Normal" + //* With this enabled, the laser's Target position only specifies + //* the direction. The beam can actually extend beyond it. + 1: "Extend past endpoint" + ] + //NEW 0.6 + m_iStoppedBy(choices) : "Stopped by" : 0 = + [ + 0: "Glass & Monsters" + 1: "Monsters only" + //* Monster hulls are a little bigger than monster hitboxes, + //* so with this option the beam will be more likely to hit them. + 2: "Glass & Monster hulls" + 3: "Monster hulls only" + 4: "Glass only" + 5: "Neither" + ] + spawnflags(flags) = + [ + 1 : "Start On" : 0 + 16: "StartSparks" : 0 + 32: "EndSparks" : 0 + 64: "Decal End" : 0 + //* The beam fades in from nothing, like a tracer bullet. + 128: "Fade Start" : 0 + 256: "Fade End" : 0 + //* For making a rope, etc. + 512: "Draw Solid" : 0 + //NEW 0.6 + 1024: "Interpolate" : 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" + ] +] + +//NEW 0.5 +@PointClass base(Targetname, Angles, MoveWith, RenderFields) = env_model : "New alternative to cyclers" +[ + model(studio) : "Model name" + skin(integer) : "Skin" : 0 + body(integer) : "Body" : 0 + // NEW 1.0 + scale(string) : "Scale (1.0 = normal size)" + + m_iszSequence_On(string) : "Sequence when on" + m_iAction_On(choices) : "Behaviour when on" : 0 = + [ + 0: "Freeze when sequence ends" + 1: "Loop" + 2: "Change state when sequence ends" + ] + + m_iszSequence_Off(string) : "Sequence when off" + m_iAction_Off(choices) : "Behaviour when off" : 0 = + [ + 0: "Freeze when sequence ends" + 1: "Loop" + 2: "Change state when sequence ends" + ] + + spawnflags(flags) = + [ + 1: "Initially Off" : 0 + 2: "Drop to Floor" : 0 + 4: "Solid" : 0 + ] +] + +//NEW 0.7.1 +//* Creates various particle effects when triggered. +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_quakefx : "Quake 1 particle effects" +[ + message(string) : "Position (blank = here) [LP]" + impulse(choices) : "Effect type" : 4 = + [ + //* A burst of twinkly orangey particles, with explosion sound effect. + //* Quite pretty. + //* (As seen in Quake when the blob monsters are killed.) + 4 : "Tar Explosion" + //* A strange field of red particles. + 10 : "Lava Splash" + //* A smallish mass of white particles. + //* (As seen in Quake when a player spawns or teleports.) + 11 : "Teleport Splash" + //* A burst of yellowy-white particles, with explosion sound effect. + //* (As seen in Quake when a grenade or rocket goes off.) + 12 : "Explosion" + //* An expanding cube of particles. Quite pretty. + 122 : "Particle Burst" + ] + //* Used only by Particle Burst. This is an index into the + //* standard engine palette; e.g. 247 is human blood, 195 is alien blood. + frags(integer) : "Particle Burst: color number" : 70 + armortype(integer) : "Particle Burst: radius" : 300 + health(string) : "Particle Burst: duration" : "1.0" + spawnflags(flags) = + [ + 1: "Repeatable" : 0 + ] +] + +//NEW 1.2 +@PointClass sprite() base(Targetname, Angles, MoveWith, RenderFields) size(-4 -4 -4, 4 4 4) = env_particle : "Particle Effect" +[ + message(string) : "Particle file" : "aurora/smoke.aur" +] + +@PointClass base(Targetname, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" +[ + //NEW 0.7.1 + //* The Renderamt number will be multiplied by this factor. + message(string) : "FX Amount factor [LR]" + //NEW 0.7.1 + //* Set the scale of the affected model or sprite. + //* (If Fade Time is set, the scale will change slowly over time.) + m_fScale(string) : "Scale (0 = no change) [LR]" + target(target_destination) : "Target to affect [LE]" + //NEW 0.5 + //* If you set this, the affected entity (or entities) will fade + //* progressively to the new settings you specify. Only Renderamt + //* and rendercolor will fade; the other values will change + //* instantly, as usual. + frags(string) : "Fade Time (secs)" : "0" + //NEW 0.5 + //* The frequency at which the fade gets updated. If left blank (or + //* set to 0), it updates as fast as possible. + //* You probably won't need to set this unless you actually want + //* it to look coarse. + //* If a lot of entities are fading at the same time, and + //* you find the game is slowing down, you may want to try setting + //* this to 0.2 or so. + armorvalue(string) : "Fade Coarseness (secs)" + //NEW 0.5 + netname(string) : "Trigger after fading" + spawnflags(flags) = + [ + 1: "No Renderfx" : 0 + 2: "No Renderamt" : 0 + 4: "No Rendermode" : 0 + 8: "No Rendercolor" : 0 + //NEW 0.7.1 + //* Useful if you want something to fade out and then be removed. + 32: "Remove target" : 0 + //NEW 0.7.1 + //* The env_render will killtarget itself after use. + 64: "Remove self" : 0 + ] +] + +@PointClass base(Targetname, MoveWith) = 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" +] + +//NEW 0.5 +//* Creates a shockwave effect (like @monster_houndeye) when triggered. +@PointClass base(Targetname, MoveWith) = env_shockwave : "Shockwave Effect" +[ + spawnflags(flags) = + [ + //* Normally, the env_shockwave entity marks the bottom of the shockwave. + //* Tick here to mark its centre instead. + 1: "Centered" : 0 + 2: "Repeatable" : 0 + ] + m_iszPosition(string) : "Position (blank = here) [LP]" + netname(string) : "Spritename" : "sprites/shockwave.spr" + rendercolor(string): "Color": "188 220 255" + renderamt(integer) : "Opacity (0-255)": 255 + m_iTime(integer) : "Duration" : 2 + m_iRadius(integer) : "Final radius" : 1000 + m_iHeight(integer) : "Wave height" : 32 + m_iScrollRate(integer) : "Scroll rate" : 0 + m_iNoise(integer) : "Distortion ('noise')" : 0 + m_iFrameRate(integer) : "Frame Rate" : 0 + m_iStartFrame(integer) : "Starting Frame" : 0 +] + +@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" +[ + shootmodel(studio) : "Model or Sprite name" : "sprites/ballsmoke.spr" + scale(string) : "Scale" : "" + skin(integer) : "Skin" : 0 + body(integer) : "Body (models only)" + //NEW 0.7.1 + frame(integer) : "Start frame" : 0 + //NEW 0.7.1 + framerate(string) : "Framerate" : "10.0" + //NEW 0.7.1 + m_iPhysics(choices) : "Behaviour of children" : 0 = + [ + 0: "Bouncy gib (normal)" + //* When it hits a wall, it sticks. + 1: "Sticky gib" + //* Not affected by walls or gravity + 2: "Noclip" + //* Stopped by walls, ignore gravity + 3: "Fly (ignore gravity)" + //* Bounce off walls, ignore gravity + 4: "Fly & bounce" + //* Blocked by walls, affected by gravity + 5: "Arc (obey gravity)" + //* Bounce off walls, affected by gravity + 6: "Arc & bounce" + ] + //NEW 0.7.1 + //* Used by the "bouncy gib" and "sticky gib" behaviours. + m_iBloodColor(choices) : "Blood color" : 0 = + [ + 0 : "Don't bleed" + 247 : "Red (human)" + 195 : "Yellow (alien)" + ] + shootsounds(choices) :"Material Sound" : -1 = + [ + -1: "None" + //* debris/glass1-4.wav + 0: "Glass" + //* debris/wood1-4.wav + 1: "Wood" + //* debris/metal1-6.wav + 2: "Metal" + //* debris/flesh1-7.wav + 3: "Flesh" + //* debris/concrete1-3.wav + 4: "Concrete" + ] + //NEW 0.7.1 + m_fFriction(string) : "Bounce height" : "0.55" + //NEW 0.7.1 + //* If you need access to both the entities involved in a collision, try targetting + //* a locus_alias with this field. Then, target the effect you actually want with the + //* "locus = wall" field, and you'll be able to refer to the shot via the alias. + //* NB: This field does not work with the "gib" behaviours - use "noclip" or below. + m_iszTouch(string) : "Fire on collision (locus = shot)" + //NEW 0.7.1 + //* This won't be fired when the shot hits a wall that's not tied to an entity. + //* (But a func_wall works fine.) + //* NB: This field does not work with the "gib" behaviours - use "noclip" or below. + m_iszTouchOther(string) : "Fire on collision (locus = wall)" + //NEW 0.7.1 + m_vecSize(string) : "Shot size (X Y Z)" : "0 0 0" +] + +//NEW 1.1 +@PointClass base(Targetname) = env_sky : "Unreal-Tournament style sky view" +[ +] + +@PointClass base(Master, MoveWith) iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" +[ + //NEW 0.5 + //* If set, the env_sound won't use its Radius- it will simply take effect when triggered. + targetname(target_source) : "Name" + target(target_destination) : "Fire when activated" + radius(integer) : "Radius" : 128 + roomtype(choices) : "Room Type" : 0 = + [ + 0 : "(Disable all filters)" + 1 : "Generic (no filters)" + + 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, MoveWith) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" +[ + target(string) : "Initial position (blank = here) [LP]" + MaxDelay(string) : "Max Time between sparks" : "0" + spawnflags(flags) = + [ + 16: "Cyclic" : 0 + 32: "Toggle" : 0 + 64: "Start ON" : 0 + ] +] + +@PointClass sprite() base(Targetname, Angles, MoveWith, RenderFieldsMax) 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" : "" + message(string) : "Attached to entity..." + frags(choices) : "...at attachment point" : 0 = + [ + 0 : "0" + 1 : "1" + 2 : "2" + 3 : "3" + ] + spawnflags(flags) = + [ + 1: "Start on" : 0 + 2: "Play Once" : 0 + ] +] + +//NEW 0.3 +//* Simply keeps track of a state. Useful as a master or a conditional "branch". +@PointClass base(Targetname, Master) color(128 128 255) = env_state : "Local State" +[ + target(target_destination) : "Target (on & off)" + noise1(target_destination) : "Fire when turned on" + noise2(target_destination) : "Fire when turned off" + //* If the env_state gets turned off before it finishes turning on, + //* the "fire on turning on" target will never get triggered. This is very + //* useful for setting up "if you stay in this area for 5 seconds" type triggers. + turnontime(string) : "Time taken to turn on" : "0" + turnofftime(string) : "Time taken to turn off" : "0" + spawnflags(flags) = + [ + 1 : "Start On" : 0 + //* If you're trying to work out what's actually happening in your level, + //* try ticking here and the env_state will tell you when it triggers, etc. + 2 : "Debug Mode" : 0 + ] +] + +//NEW 0.4 +@PointClass base(Targetname, MoveWith) = env_warpball : "Teleport-in effect" +[ + target(string) : "Initial position (blank = here) [LP]" + health(string) : "Max lightning-arc length" : "90" + frags(integer) : "Number of lightning bolts" : 12 +] + +@SolidClass base(Breakable, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight) = func_breakable : "Breakable Object" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, Target, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, SwitchTexLight, Global, LockSounds) = func_button : "Button" +[ + speed(integer) : "Speed" : 25 + health(integer) : "Health (shootable if > 0)" + lip(integer) : "Lip" : 0 + //* The number against each sound (except Lightswitch) corresponds to the wav file + //* played. e.g. Buzz (10) plays "buttons/button10.wav". + sounds(choices) : "Sounds" : 0 = + [ + 0: "None" + 1: "Big zap & Warmup (1)" + 2: "Access Denied (2)" + 3: "Access Granted (3)" + 4: "Quick Combolock (4)" + 5: "Power Deadbolt 1 (5)" + 6: "Power Deadbolt 2 (6)" + 7: "Plunger (7)" + 8: "Small zap (8)" + 9: "Keycard Sound (9)" + 10: "Buzz (10)" + 11: "Buzz Off (11)" + //* buttons/lightswitch2.wav + 14: "Lightswitch" + ] + wait(choices) : "Delay before Reset" : 0 = + [ + -1 : "Stays pressed (-1)" + ] + delay(string) : "Delay before trigger" : "0" + spawnflags(flags) = + [ + 1: "Don't move" : 0 + //NEW 0.7.1 + //* Normally, the player can use buttons through walls etc. Tick here to + //* prevent that. + //* (With this set, it's also impossible to use the button unless it's in + //* the centre of the player's crosshairs. So at last, control panels can + //* have their buttons close together!) + //* Don't combine this with Not Solid - the button will become unusable. + 16: "Direct use only": 0 + 32: "Toggle" : 0 + 64: "Sparks" : 0 + 128: "Not Solid" : 0 + 256:"Touch Activates": 0 + //NEW 0.4 + //* Normally, a button can be activated with the Use key. Tick here to disable that behaviour. + //* If "Touch activates" is also selected, this flag will instead enable the use key. + 512:"Can't Use" : 0 + ] + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global) = 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(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door : "Basic door" +[ + //NEW 0.7.1 + //* Normally, the player can open doors when he can't actually see them + //* (e.g. from the other side of a wall). Select "yes" here to prevent that. + //* Don't combine this with Passable - the door will become unusable. + directuse(choices) : "Direct use only" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@SolidClass base(Targetname, Angles, MoveWith, Master, Door, LockSounds, RenderFields, ZHLTLightKeys, Global) = func_door_rotating : "Rotating door" +[ + //NEW 0.7.1 + //* Normally, the player can open doors when he can't actually see them + //* (e.g. from the other side of a wall). Select "yes" here to prevent that. + //* Don't combine this with Passable - the door will become unusable. + directuse(choices) : "Direct use only" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] + spawnflags(flags) = + [ + 2 : "Reverse Dir" : 0 + 16: "One-way" : 0 + 64: "X Axis" : 0 + 128: "Y Axis" : 0 + ] + distance(integer) : "Distance (deg)" : 90 + //NEW 0.5 + //* See the notes about this field in @func_rotating. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" +] + +@SolidClass base(Appearflags, MoveWith, RenderFields, ZHLTLightKeys) = func_friction : "Surface with a change in friction" +[ + //* 0% = No friction, 100% = Normal Friction + modifier(integer) : "Percentage of standard (0 - 100)" : 15 +] + +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_guntarget : "Moving platform" +[ + speed(integer) : "Speed (units per second)" : 100 + target(target_source) : "First stop target" + message(target_source) : "Fire when damaged" + health(integer) : "Damage to Take" : 0 + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_healthcharger: "Wall health recharger" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_illusionary : "Fake Wall/Light" +[ + skin(choices) : "Contents" : -1 = + [ + -1: "Empty" + -7: "Volumetric Light" + -17:"Zero-G" + -18:"Hover-Field" + -19:"Fog effect" + -20:"Special 1 (Particles)" + -21:"Special 2 (Particles)" + -22:"Special 3 (Particles)" + ] + _minlight(string) : "Minimum light level" +] + +//* Creates an invisible, climbable field. +//* To show the actual ladder image, either add a @func_illusionary covered with a {ladder texture, or tick the Visible flag. +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys) = func_ladder : "Ladder" +[ + spawnflags(flags) = + [ + //NEW 0.5 + 1 : "Visible" : 0 + ] +] + +//* Also prevents hlcsg.exe from making a path between two @info_node entities on opposite sides of the brush. +@SolidClass base(Targetname, MoveWith) = func_monsterclip : "Monster clip brush" [] + +@SolidClass base(Targetname, MoveWith) = 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" +] + +//* Only partially implemented, some keys don't work properly. +@SolidClass base(Targetname, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Appearflags) = func_pendulum : "Swings back and forth" +[ + speed(integer) : "Speed" : 100 + //NEW 0.5 + //* See the notes about this field in @func_rotating. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" + 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" +] + +//* With any luck, I've fixed the bug which caused players to sometimes be frozen. +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global, PlatSounds) = 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, Angles, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_platrot : "Moving Rotating platform" +[ + spawnflags(flags) = + [ + 1: "Toggle" : 0 + 64: "X Axis" : 0 + 128: "Y Axis" : 0 + ] + speed(integer) : "Speed of rotation" : 50 + //NEW 0.5 + //* See the notes about this field in @func_rotating. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" + height(integer) : "Travel altitude (can be negative)" : 0 + rotation(integer) : "Spin amount" : 0 + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Breakable, RenderFields, ZHLTLightKeys) = func_pushable : "Pushable object" +[ + spawnflags(flags) = + [ + 128: "Breakable" : 0 + //NEW 0.3 + //* Tick here if the crate can only ever be pushed. + 512: "Can't Pull" : 0 + ] + friction(integer) : "Friction (0-400)" : 50 + buoyancy(integer) : "Buoyancy" : 20 + _minlight(string) : "Minimum light level" +] + +@SolidClass base(MoveWith, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = func_recharge: "Battery recharger" +[ + _minlight(string) : "Minimum light level" +] + +//* Like @func_button, except it rotates. +@SolidClass base(Targetname, Target, Angles, MoveWith, RenderFields, ZHLTLightKeys, Global, Master, LockSounds) = func_rot_button : "RotatingButton" +[ + //* if set, then when the button is pressed, the "target" field of the entity targetted by the button will be set to this value. + changetarget(target_destination) : "ChangeTarget Name" + speed(integer) : "Speed" : 50 + //NEW 0.5 + //* See the notes about this field in @func_rotating. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" + health(integer) : "Health (shootable if > 0)" + //* The number against each sound corresponds to the wav file + //* played. e.g. Squeaky (1) plays "buttons/lever1.wav". + sounds(choices) : "Sounds" : -1 = + [ + -1: "None" + 21: "Squeaky (1)" + 22: "Squeaky Pneumatic (2)" + 23: "Ratchet Groan (3)" + 24: "Clean Ratchet (4)" + 25: "Gas Clunk (5)" + ] + 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 + //NEW 0.7.1 + //* See the notes about this on @func_button. + 16: "Direct use only" : 0 + 32: "Toggle" : 0 + 64: "X Axis" : 0 + 128:"Y Axis" : 0 + 256:"Touch Activates" : 0 + 512:"Invert '+Use'able" : 0 + ] + _minlight(integer) : "_minlight" +] + +@SolidClass base(Targetname, MoveWith, RenderFields, ZHLTLightKeys, Global) = func_rotating : "Rotating Object" +[ + //* This sets the initial orientation of the entity, but that could + //* be achieved by simply rotating the brushes, in Worldcraft. + //* More importantly, it will change the position of the axes + //* the entity pivots around. + angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" + speed(integer) : "Rotation Speed" : 30 + //NEW 0.5 + //* This field overrides the "X Axis" and "Y Axis" flags. It's + //* mostly useful to make a complex orbit for an object. (If you + //* just want to have a tilted axis for an otherwise normal rotating + //* object, you'll want to change the "angle" field instead.) + //* For example, set this field to "0 12 1" and the Z axis will + //* rotate 12 times in the time it takes the X axis to complete one + //* turn. (the entity will also turn 12 times faster than the + //* Rotation Speed you specify.) + //* NB: The way the quake engine handles rotation is not exactly + //* intuitive. The Z axis is the primary axis, so rotation around + //* the Y and X axes will be affected by the current Z position. + //* Similarly, the Y axis is the secondary axis, so rotation around + //* the X axis will be affected by the current Y position. + //* To get a feel for how this works, try making a func_rotating + //* cube whose origin is at one corner, set its "axes" value to + //* "1 1 0", and watch how it moves. One edge will simply go around + //* in a horizontal circle, while the rest of the cube rotates + //* around that edge. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" + volume(integer) : "Volume (10 = loudest)" : 10 + fanfriction(integer) : "Friction (0 - 100%)" : 20 + //* The number against each sound corresponds to the wav file + //* played. e.g. Slow Rush (2) plays "fans/fan2.wav". + sounds(choices) : "Fan Sounds" : 0 = + [ + 0 : "No Sound" + 1 : "Fast Whine (1)" + 2 : "Slow Rush (2)" + 3 : "Medium Rickety (3)" + 4 : "Fast Beating (4)" + 5 : "Slow Smooth (5)" + ] + //* The sound to play while active. This will only be used if "Fan Sounds" is set to "No Sound". + 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 + //* This, and the other "radius" settings, only affect the + //* way the Fan Sounds are played; if you set a small radius, + //* the sounds will only be audible near to the fan. + 128: "Small Radius" : 0 + 256: "Medium Radius" : 0 + 512: "Large Radius" : 0 + ] + _minlight(integer) : "_minlight" + spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" + dmg(integer) : "Damage inflicted when blocked" : 0 +] + +//NEW 1.1 +@SolidClass base(Targetname) = func_shine : "Shiny Surface" +[ + message(sprite) : "Shine sprite" : "sprites/bgspr.spr" + scale(integer) : "Shine scale" : 10 + renderamt(integer) : "Shine brightness (0-255)" : 50 +] + +@SolidClass base(BaseTank, ZHLTLightKeys) = func_tank : "Brush Gun Turret" +[ + bullet(choices) : "Bullets" : 0 = + [ + 0: "None" + 1: "9mm" + 2: "MP5" + 3: "12mm" + ] +] + +@SolidClass base(Targetname, MoveWith) = func_tankcontrols : "Tank controls" +[ + target(target_destination) : "Tank entity name" + //NEW 0.5 + //* This specifies how far the player has to move before the controls will dump him off. + //* If you set -1, the player never gets dumped off. (In which case, the + //* func_tankcontrols can only be deactivated by triggering it with another entity.) + frags(integer) : "Tolerance (-1 = total)" : 30 + //NEW 0.5 + //* More crosshair choices will be available in future. + crosshair(choices) : "Crosshair to use" : 0 = + [ + 0: "None" + 4: "MP5" + ] + spawnflags(flags) = + [ + //NEW 0.5 + //* If you tick here, the controls can only be activated by triggering it with + //* another entity. + 1 : "Ignore +Use" : 0 + //NEW 1.0 + 2 : "Visible" : 0 + ] +] + +@SolidClass base(BaseTank, ZHLTLightKeys) = func_tanklaser : "Brush Laser Turret" +[ + laserentity(target_source) : "env_laser Entity" +] + +@SolidClass base(BaseTank, ZHLTLightKeys) = func_tankmortar : "Brush Mortar Turret" +[ + iMagnitude(Integer) : "Explosion Magnitude" : 100 +] + +@SolidClass base(BaseTank, ZHLTLightKeys) = func_tankrocket : "Brush Rocket Turret" [] + +@SolidClass base(Trackchange, ZHLTLightKeys) = func_trackautochange : "Automatic track changing platform" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Trackchange, ZHLTLightKeys) = func_trackchange : "Train track changing platform" +[ + _minlight(string) : "Minimum light level" +] + +@SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global) = func_tracktrain : "Track Train" +[ + spawnflags(flags) = + [ + 1 : "No Pitch (X-rot)" : 0 + 2 : "No User Control" : 0 + 4 : "No Reverse" : 0 + 8 : "Passable" : 0 + 16: "No Yaw (Z-rot)" : 0 + ] + target(target_destination) : "First stop target" + //* The number against each sound corresponds to the wav file + //* played. e.g. Rail 1 plays "plats/ttrain1.wav". + sounds(choices) : "Move Sound" : 0 = + [ + 0: "None (or custom)" + 1: "Rail 1" + 2: "Rail 2" + 3: "Rail 3" + 4: "Rail 4" + 5: "Rail 6" + 6: "Rail 7" + ] + //NEW 0.6 + custommovesound(sound) : "Custom Move Sound" + //NEW 0.6 + //* Default is "plats/ttrain_start1.wav". For silence, use "common/null.wav". + customstartsound(sound) : "Start Sound" + //NEW 0.6 + //* Default is "plats/ttrain_brake1.wav". For silence, use "common/null.wav". + custombrakesound(sound) : "Stop Sound" + //* This setting controls how smoothly the train turns corners - if the wheels are + //* close together, it will turn sharply, and if far apart, it will turn more gradually. + 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" + avelocity(string) : "Initial avelocity (Y Z X)" +] + +@SolidClass base(Targetname, RenderFields, ZHLTLightKeys, Global, PlatSounds) = func_train : "Moving platform" +[ + target(target_source) : "First stop target" + speed(integer) : "Speed (units per second)" : 100 + avelocity(string) : "Initial avelocity (Y Z X)" + dmg(choices) : "Damage on crush" : 2 = + [ + //NEW 0.3 + -1: "No damage" + ] + skin(integer) : "Contents" : 0 + volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" + spawnflags(flags) = + [ + //NEW 0.5 + //* Usually, the center of the train (in fact, the center of its bounding box) + //* will be the point used when positioning the train at a path_corner. Tick + //* here to use its origin for this instead. + 2 : "Origin on paths" : 0 + //NEW 0.4 + //* This is the default if you don't specify a name. + 4 : "Initially On" : 0 + 8 : "Not solid" : 0 + ] + _minlight(string) : "Minimum light level" +] + +//* Note that unlike func_tankcontrols, this defines what area the player must be standing in in order to use the tank. +@SolidClass = func_traincontrols : "Train Controls" +[ + target(target_destination) : "Train Name" +] + +@SolidClass base(Targetname, MoveWith, Appearflags, RenderFields, ZHLTLightKeys, SwitchTexLight, Global) = 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(Targetname, Angles, Master, Door, LockSounds, MoveWith, RenderFields, ZHLTLightKeys, Global) = 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" : "0" +] + +@PointClass base(Targetname, Targetx, Master) = game_counter : "Fires when it hits limit" +[ + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + 2: "Reset On fire" : 0 + ] + frags(integer) : "Initial Value" : 0 + health(integer) : "Limit Value" : 10 +] + +@PointClass base(Targetname, Target, Master) = game_counter_set : "Sets a game_counter" +[ + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + ] + frags(integer) : "New Value" : 10 +] + +@PointClass base(Targetname, Master) = game_end : "End this multiplayer game" [] + +@PointClass base(Targetname) = game_player_equip : "Initial player equipment" +[ + master(string) : "Team Master" + spawnflags(flags) = + [ + 1: "Use Only" : 0 + ] +] + +@PointClass base(Targetname, Master) = game_player_hurt : "Hurts player who fires" +[ + dmg(string) : "Damage To Apply" : "999" + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + ] +] + +@PointClass base(Targetname, Master) = 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" +] + +@PointClass base(Targetname, Master) = game_score : "Award/Deduct Points" +[ + spawnflags(flags) = + [ + 1: "Allow Negative" : 0 + 2: "Team Points" : 0 + ] + + points(integer) : "Points to add (+/-)" : 1 +] + +@PointClass base(Targetname, Targetx, Master) = game_team_master : "Team based master/relay" +[ + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + ] + triggerstate(choices) : "Trigger to send" : 2 = + [ + 0: "Off" + 1: "On" + 2: "Toggle" + ] + teamindex(integer) : "Team Index (-1 = no team)" : -1 +] + +@PointClass base(Targetname, Targetx, Master) = game_team_set : "Sets team of team_master" +[ + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + ] +] + +@PointClass base(Targetname, Master) = game_text : "HUD Text Message" +[ + spawnflags(flags) = + [ + 1: "All Players" : 0 + 2: "Only once" : 0 + ] + + //NEW 0.6 + target(string) : "Fire when done" + 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" + ] +] + +@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" +] + +@PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" +[ + m_iBloodColor(choices) : "Blood color" : 0 = + [ + -1 : "Don't Bleed" + 0 : "Red (human)" + 195 : "Yellow (alien)" + ] +] + + +// +// hud entities +// + +//NEW 1.0 +//* At the moment, this can only display sprites that are defined in sprites/hud.txt, and +//* will always display them in the status icon area on the left of the screen. +//* Bear in mind, the hud isn't displayed unless you have an HEV suit. +@PointClass base(Targetname) = hud_sprite : "Hud Sprite Display" +[ + model(sprite): "Sprite name" : "dmg_poison" + rendercolor(color255) : "Color" : "255 255 255" + spawnflags(flags) = + [ + 1: "Start on" : 0 + ] +] + +// +// info entities +// + +//* If you give a decal a targetname, then it won't appear until fired. +@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" +[ + texture(decal) +] + +//NEW 0.3 +//* An alias makes itself an "alternative name" for an entity. To refer to +//* an entity through the alternative name, use the alias name preceeded by a *. +//* For example, suppose you set up an info_alias entity called 'myalias'. +//* 'Myalias' targets a light called 'redlight'. suppose a you set up a +//* @trigger_once field targetting "*myalias", so that when you walk through the +//* trigger field, redlight gets turned on and off. So far, info_alias seems to +//* be like a @trigger_relay. However, you can also set up a switch which targets +//* "myalias", to turn it off... +@PointClass base(Targetname) = info_alias : "Alias" +[ + target(target_destination) : "Reference while On" + netname(string) : "Reference while Off" + spawnflags(Flags) = + [ + 1 : "Start Off" : 0 + 2 : "Debug Mode" : 0 + ] +] + +@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" : "" +] + +//NEW 1.0 +//* Which compile options to use. +@PointClass size(-8 -8 0, 8 8 32) = info_compile_parameters : "Compile Options" +[ + texdata(string) : "Texture Data Memory (in KB)" : "4096" + estimate(choices) : "Estimate Compile Times?" : 0 = + [ + 0: "Yes" + 1: "No" + ] + bounce(integer) : "Number of radiosity bounces" : 1 + 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" : 2 + 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" + ] + + spawnflags(flags) = + [ + 1 : "Run CSG" : 1 + 2 : " No Clip" : 0 + 4 : " Only Ents" : 0 + 8 : " No Sky Clip" : 0 + 32 : "Run BSP" : 1 + 64 : " Leak Only" : 0 + 128 : " No Clip" : 0 + 256 : "Run VIS" : 1 + 512 : " Fast " : 0 + 2048 : "Run RAD" : 1 + 4096 : " Sparse " : 0 + 8192 : " Circus Mode" : 0 + 16384 : " Extra Mode " : 0 + ] +] + +//NEW 0.4 +//* An info_group acts similarly to an @info_alias, except that it has several +//* "members" which are are accessed by writing 'mygroup.membername'. +//* These members are set up just like the targets of a @multi_manager- except +//* that they'll contain an entity reference instead of a delay time. +//* If you set up its "target" field to refer to an info_alias entity, then when +//* an info_group is triggered, it will change that info_alias entity to target the +//* group. +@PointClass base(Targetname) = info_group : "Entity Group" +[ + target(string) : "Alias to change when fired [LE]" + //* If you refer to a group member which hasn't been defined explicitly, + //* but you do define a default prefix here, then the member name will be + //* added to the prefix to generate an appropriate reference. + //* e.g: Suppose an info_group named "bob" defines a default prefix + //* "bobs_". Now; if you refer to, for example, "bob.house" or + //* "bob.gun", you'll actually affect entities named "bobs_house" + //* and "bobs_gun", respectively. + defaultmember(string) : "Default member prefix" + spawnflags(flags) = + [ + 2 : "Debug Mode" : 0 + ] +] + +@PointClass base(Target, Angles, MoveWith) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" [] + +@PointClass base(Targetname, MoveWith) = info_landmark : "Transition Landmark" [] + +//NEW 0.6 +@PointClass base(Targetname) = info_movewith : "Movewith relay" +[ + target(string) : "MoveWith when active" + netname(string) : "MoveWith when inactive" + spawnflags(flags) = + [ + 1 : "Start inactive" : 0 + //* Usually, info_movewith will happily pass straight through a wall. + //* Tick here if you want it to stop when it hits walls. + //* Incidentally, ticking this will also allow it to set off trigger + //* fields, such as @trigger_multiple. + 2 : "Blockable" : 0 + ] +] + +@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_coop : "Player cooperative start" [] +@PointClass base(PlayerClass, Master, MoveWith) = info_player_deathmatch : "Player deathmatch start" +[ + target(target_destination) : "Target" +] +@PointClass base(PlayerClass, MoveWith) = info_player_start : "Player 1 start" +[ + spawnflags(Flags) = + [ + 1 : "Start with HEV" : 0 + ] +] + +@PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" +[ + spawnflags(Flags) = + [ + //NEW 0.4 + //* Essentially, this flag forces the game engine to treat an info_target as visible + //* (even though it isn't). This has two effects: + //* 1) Normally if an env_beam is attached to an info_target which can move (via MoveWith), + //* the env_beam won't follow the info_target properly. Ticking here fixes that problem. + //* 2) If an env_beam's "ring" mode is selected, you must make both ends of the beam + //* into 'visible' entities, otherwise the beam won't be displayed. + //* (Note that if you're making a mod and you tell an info_target to use null.spr, you will + //* of course have to distribute null.spr with the mod.) + 1 : "Use null.spr" : 0 + ] +] + +@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass, MoveWith) = info_teleport_destination : "Teleport destination" [] + +//NEW 1.0 +@PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] + + +// +// items +// + +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_airtank : "Oxygen tank" [] +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_antidote : "Poison antidote" [] + +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_battery : "HEV battery" +[ + //NEW 0.7.1 + model(string) : "Model (models/w_battery.mdl)" + //NEW 0.7.1 + skin(integer) : "Skin" + //NEW 0.7.1 + body(integer) : "Body" + //NEW 0.7.1 + noise(string) : "Sound (items/gunpickup2.wav)" + //NEW 0.7.1 + armorvalue(integer) : "Charge by (0 = normal)" +] + +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_healthkit : "Small Health Kit" [] +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_longjump : "Longjump Module" [] +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_security : "Security card" [] +@PointClass size(-16 -16 0, 16 16 36) base(Weapon, Targetx) = item_suit : "HEV Suit" +[ + spawnflags(Flags) = + [ + 1 : "Short Logon" : 0 + ] +] + +// +// lights +// + +@PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Light, ZhltLights) = light : "Invisible lightsource" +[ + target(string) : "Target to shine at" + firetarget(string) : "Target to trigger" + spawnflags(Flags) = + [ + 1 : "Initially dark" : 0 + ] +] + +//NEW 0.5 +//* See also @env_dlight. +@PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Targetname, MoveWith) = light_glow : "Dynamic Glow" +[ + frags(choices) : "Glow Type" : 1 = + [ + 2: "Brightest" + 1: "Flashlight" + 0: "None" + ] + spawnflags(Flags) = + [ + 1 : "Initially dark" : 0 + 2 : "Flare" : 0 + ] +] + +@PointClass base(Angles, ZhltLights) color(255 255 128) iconsprite("sprites/light.spr") = light_environment : "Environment" +[ + pitch(integer) : "Pitch" : 0 + _light(color255) : "Brightness" : "255 255 128 200" +] + +@PointClass iconsprite("sprites/light.spr") color(255 255 128) base(Target, Light, ZhltLights) = light_spot : "Spotlight" +[ + firetarget(string) : "Target to trigger" + _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 + ] +] + +@SolidClass base(Targetname, Angles, MoveWith, Master, RenderFields, ZHLTLightKeys, Global) = momentary_door : "Momentary/Continuous door" +[ + //NEW 0.4 + //* Maximum speed the door is allowed to move at. + speed(choices) : "Speed" : 100 = + [ + 0: "No limit" + ] + //* The number against each sound corresponds to the wav file played. + //* e.g. Vacuum (4) plays "doors/doormove4.wav". + movesnd(choices) : "Move Sound" : 0 = + [ + 0: "No Sound" + 1: "Servo (Sliding) (1)" + 2: "Pneumatic (Sliding) (2)" + 3: "Pneumatic (Rolling) (3)" + 4: "Vacuum (4)" + 5: "Power Hydraulic (5)" + 6: "Large Rollers (6)" + 7: "Track Door (7)" + 8: "Snappy Metal Door (8)" + 9: "Squeaky 1 (9)" + 10: "Squeaky 2 (10)" + ] + lip(integer) : "Lip" + spawnflags(flags) = + [ + 1 : "Starts Open" : 0 + ] + _minlight(string) : "Minimum light level" +] + +//NEW 0.7.1 +//* Stores a reference to an entity. Whenever the alias is triggered, +//* it changes to record what triggered it. +//* Thereafter, you can refer to that entity by *aliasname (where aliasname is the name +//* of the locus_alias). +//* Note that this records a specific entity - unlike @info_alias which +//* records the name of an entity. So info_alias always refers to all entities with a particular +//* name, whereas locus_alias always refers to one specific entity. +@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = locus_alias : "Locus System - Entity variable" +[ + netname(string) : "Initial value" +] + +//NEW 0.7.1 +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_beam : "Locus System - Beam effect" +[ + m_iszStart(string) : "Start at (blank = here)" : "" + m_iszEnd(string) : "End at (blank = here)" : "*locus" + impulse(choices) : "Start & End are" : 0 = + [ + 0: "Entity & Entity [LE LE]" + 1: "Entity & Position [LE LP]" + 2: "Position & Position [LP LP]" + 3: "Position & Direction [LP LV]" + ] + m_iszSprite(sprite) : "Sprite Name" : "sprites/laserbeam.spr" + renderamt(integer) : "Brightness (1 - 255)" : 255 + rendercolor(color255) : "Color (R G B)" : "255 255 255" + m_iWidth(integer) : "Width" : 10 + m_iDistortion(integer) : "Distortion ('noise')" : 0 + m_fFrame(integer) : "Start frame" : 0 + m_iScrollRate(integer) : "Scroll rate" : 0 + m_fDuration(string) : "Duration (0 = unlimited)" : 0 + m_fDamage(string) : "Damage amount" : 0 + m_iDamageType(choices) : "Damage type" : 0 = + [ + 0 : "Energy Beam" + 1 : "Fracture" + 2 : "Blood Loss" + 4 : "Lacerations" + 8 : "Burning" + 16 : "Freezing" + 512 : "Internal bleeding" + 16384 : "Drowning" + 65536 : "Biohazard" + 131072 : "Poison (duration)" + 262144 : "Radiation" + 1048576: "Hazardous chemical" + ] + m_iszTargetName(target_source) : "Name of children" + target(target_destination) : "Fire on spawn (locus = child)" + spawnflags(flags) = + [ + //* This will only work if "Start & End" is set to "Entity & Entity". + 8 : "Ring" : 0 + 16: "StartSparks" : 0 + 32: "EndSparks" : 0 + 64: "Decal End" : 0 + //* The beam fades in from nothing, like a tracer bullet. + 128: "Fade Start" : 0 + 256: "Fade End" : 0 + //* For making a rope, etc. + 512: "Draw Solid" : 0 + 1024: "Draw Sine" : 0 + ] +] + +//NEW 0.7.1 +//* As the name suggests, this acts like a variable in a programming language. It +//* stores three values - a position, a velocity, and a ratio. (if you want a variable +//* that records entities, see @locus_alias). To set values, trigger the entity; and to +//* access them, just refer to it like the appropriate calc_x entity. +//* locus_variable can also be used another way; if you give a "Child's Name" +//* value, triggering it will create a reference point with that name. So for example, +//* suppose you want to create streams of water wherever an object gets shot. You +//* trigger a locus_variable to record where the shot hits, and then have its "fire +//* on spawn" value triggering the water stream. But if you don't have it make seperate +//* reference points, then all the water will come out of the last shot position. +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = locus_variable : "Locus System - Variable for storing data" +[ + m_iszPosition(string) : "Position to record [LP]" : "*locus" + m_iszVelocity(string) : "Velocity to record [LV]" : "*locus" + m_iszRatio(string) : "Ratio to record [LR]" : "*locus" + m_iszTargetname(string) : "Child's name (blank = no child)" + m_iszFireOnSpawn(string) : "Fire on spawn (locus = child)" + m_fDuration(string) : "Removed after time (secs)" +] + +@SolidClass base(Targetname, Target, Angles, Master, MoveWith, RenderFields, ZHLTLightKeys) = momentary_rot_button : "Direct wheel control" +[ + speed(integer) : "Speed" : 50 + //NEW 0.5 + //* See the notes about this field in @func_rotating. + axes(string) : "Axis Multipliers (Y Z X)" : "0 0 0" + 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" +] + +// +// Monsters +// + +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_controller : "Controller" [] +@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_alien_grunt : "Alien Grunt" +[ + netname(string) : "Squad Name" + spawnflags(Flags) = + [ + //* Only needed if you use the Squad Name value. If you define a Squad using the + //* Squad Name value, but none of them are flagged as a Squad Leader, then the + //* squad won't get linked together properly. + 32 : "Squad Leader" : 0 + //NEW 1.0 + 1024: "Drop gun" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_alien_slave : "Vortigaunt" +[ + netname(string) : "Squad Name" + spawnflags(Flags) = + [ + //* Only needed if you use the Squad Name value. If you define a Squad using the + //* Squad Name value, but none of them are flagged as a Squad Leader, then the + //* squad won't get linked together properly. + 32 : "Squad Leader" : 0 + //* This monster won't attack unless provoked. + 64 : "Start Peaceful" : 0 + ] +] +@PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache" +[ + spawnflags(Flags) = + [ + 8 : "No Wreckage" : 0 + 64: "Start Inactive" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_babycrab : "Baby Headcrab" [] +@PointClass base(Targetname, RenderFields) size(-16 -16 -36, 16 16 0) = monster_barnacle : "Barnacle Monster" [] +@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_barney : "Barney" +[ + frags(choices) : "Weapon" : 0 = + [ + 0 : "Glock (normal)" + 1 : "Python 357" + ] + spawnflags(Flags) = + [ + //NEW 0.3 + //* Ensure the player can't take this monster's ammo or weapons. + 1024: "Don't Drop Gun" : 0 + ] +] +@PointClass base(Targetname, Angles, RenderFields, Appearflags) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney" +[ + pose(choices) : "Pose" : 0 = + [ + 0 : "On back" + 1 : "On side" + 2 : "On stomach" + ] +] +@PointClass base(Monster) size(-95 -95 0, 95 95 190) = monster_bigmomma : "Big Mamma" +[ + netname(string) : "First node" +] +//* Not fully implemented: rudimentary AI. Will run away if attacked, +//* otherwise will stand still. +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_bloater : "Bloater" [] +@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_bullchicken : "BullSquid" [] +@PointClass base(Monster) size(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach" [] +//@PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer : "Single Flyer" [] +@PointClass base(Monster) size(-16 -16 0, 16 16 16) = monster_flyer_flock : "Flock of Flyers" +[ + iFlockSize(integer) : "Flock Size" : 8 + flFlockRadius(integer) : "Flock Radius" : 128 +] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture" [] +@PointClass base(Monster) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua" [] +@PointClass base(Monster) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster" +[ + spawnflags(Flags) = + [ + 4 : "Not solid" : 0 + //NEW 0.4 + //* Tick here if you're using a model from the models/player/ directories. + //* This option sets it up so that the model's bounding box is centered on its origin (the X in + //* the middle of the entity, in WorldCraft), instead of being the middle of its bottom face. + 8 : "Player model" : 0 + //NEW 0.4 + 32: "Invulnerable" : 0 + ] + //NEW 0.4 + //* Headcrab: 24 24 24 + //* Houndeye: 32 32 36 + //* Human: 32 32 72 + //* Most Aliens: 64 64 64 + size(string) : "Size (X Y Z)" + //NEW 0.4 + //* Player: 0 = gordon's head, 1 = hooded. + //* Gina, Gordon, Helmet and Scientist player models: 0 = original design, 1 = updated (better looking) version. + //* Barneys: 0 = holstered gun, 1 = holding gun, 2 = missing gun. + //* Scientists: 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick) + //* Human Grunts: 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar) + body(Integer) : "Body" : 0 + //NEW 0.4 + //* If not set, health is 8. + health(Integer) : "Initial Health" : 0 + //NEW 0.4 + //* Experiment with other values (1-255) for different blood colors. + m_bloodColor(choices) : "Blood Color" : 0 = + [ + -1 : "Don't Bleed" + 0 : "Red (Human)" + 195 : "Yellow (Alien)" + ] + //NEW 0.5 + //* If you don't specify a gib model, one will be chosen based on + //* the Blood Colour you set. + m_iszGibModel(string) : "Gib Model" +] + +//NEW 0.5 +@PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_generic_dead : "Generic Dead Body" +[ + spawnflags(Flags) = + [ + 8 : "Player model" : 0 + ] + //* The corpse's pose will be the last frame of this sequence. + //* This overrides the 'death type' value. + netname(string) : "Sequence name" + //* If you don't specify a 'Sequence name', the monster will select a random death + //* animation of the type you specify here. Not all models have all these death types. + frags(choices): "Death Type" : 36 = + [ + 36 : "Just dead" + 37 : "Fell backwards" + 38 : "Fell forwards" + 39 : "Died violently" + 66 : "Head shot" + 67 : "Chest shot" + 68 : "Gut shot" + 69 : "Shot in the back" + ] + //* Player: 0 = gordon's head, 1 = hooded. + //* Gina, Gordon, Helmet and Scientist player models: 0 = original design, 1 = updated (better looking) version. + //* Barneys: 0 = holstered gun, 1 = holding gun, 2 = missing gun. + //* Scientists: 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick) + //* Human Grunts: 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar) + body(Integer) : "Body" : 0 + //* Experiment with other values (1-255) for different blood colors. + m_bloodColor(choices) : "Blood Color" : 0 = + [ + -1 : "Don't Bleed" + 0 : "Red (Human)" + 195 : "Yellow (Alien)" + ] + //* If you don't specify a gib model, one will be chosen based on + //* the Blood Colour you set. + m_iszGibModel(string) : "Gib Model" +] + +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_gman : "G-Man" [] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_grunt_repel : "Human Grunt (Repel)" [] +@PointClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade" [] +@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_headcrab : "Head Crab" [] +@PointClass base(Targetname, Angles, Appearflags,RenderFields) 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, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_hgrunt_dead : "Dead Human Grunt" +[ + pose(Choices) : "Pose" : 0 = + [ + 0 : "On stomach" + 1 : "On side" + 2 : "Seated" + ] + //NEW 0.5 + weapons(Choices) : "Weapon" : 0 = + [ + 0 : "MP5" + 1 : "Shotgun" + 2 : "No gun" + ] + //NEW 0.5 + //* The "no gun" settings are only included here for backwards compatibility. + body(Choices) : "Head" : 0 = + [ + 0 : "Gasmask" + 6 : "Gasmask (black skin)" + 1 : "Beret" + 4 : "Skimask" + 7 : "Skimask (black skin)" + 5 : "Cigar (black skin)" + 2 : "(Gasmask, no gun)" + 3 : "(Beret, no gun)" + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_houndeye : "Houndeye" +[ + netname(string) : "Squad Name" + spawnflags(Flags) = + [ + //* Only needed if you use the Squad Name value. If you define a Squad using the Squad Name + //* value, but none of them are flagged as a Squad Leader, then the squad won't get linked + //* together properly. + 32 : "SquadLeader" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_assassin : "Human Assassin" [] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_human_grunt : "Human Grunt (camo)" +[ + netname(string) : "Squad Name" + spawnflags(Flags) = + [ + //* Only needed if you use the Squad Name value. If you define a Squad using the Squad Name + //* value, but none of them are flagged as a Squad Leader, then the squad won't get linked + //* together properly. + 32 : "SquadLeader" : 0 + //NEW 0.3 + //* Ensure the player can't take this monster's ammo or weapons. + 1024: "Don't Drop Gun" : 0 + ] + weapons(Choices) : "Weapons" : 1 = + [ + 1 : "9mmAR" + 3 : "9mmAR + HG" + 5 : "9mmAR + GL" + 8 : "Shotgun" + 10: "Shotgun + HG" + ] +] +@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_ichthyosaur : "Ichthyosaur" [] +@PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_leech : "Leech" [] +@PointClass base(Monster) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret" +[ + orientation(Choices) : "Orientation" : 0 = + [ + 0 : "Floor Mount" + 1 : "Ceiling Mount" + ] + spawnflags(Flags) = + [ + 32 : "Autostart" : 0 + 64 : "Start Inactive" : 0 + ] +] +@PointClass base(Monster) size(-192 -192 0, 192 192 384) = monster_nihilanth : "Nihilanth" [] + +//* The helicopter which flies around and drops grunts. Basically, whenever a grunt +//* dies, a replacement will be dropped so that the level contains the same number as +//* before. +//* With Spirit, it's no longer necessary to place grunts in your level: +//* in that situation the Osprey pretends, arbitrarily, that 4 have already died. +//* NB: An osprey must have a patrol path; if you don't give one, it will fail to +//* work. Spirit also fixes the Half-Life bug which meant a path_corner had to give +//* a Speed value... though the Speed values will still function if you choose to use them. +//* FYI: an Osprey will only drop grunts at path_corners whose Speed is set +//* to 0. After dropping grunts, it will head for the nearest path_corner whose Speed +//* is greater than 400, if one exists. Spirit also fixes the Half-Life bug which +//* crashed the game if no such corner was available. +@PointClass base(Monster) size(-480 -480 -112, 480 480 24) = monster_osprey : "Osprey" +[ + spawnflags(Flags) = + [ + //* Until triggered, the osprey won't move or drop grunts. + 64 : "Start Inactive" : 0 + ] +] +//* Like @monster_bloater: no AI, no death animation. +@PointClass base(Monster) size(-6 -6 0, 6 6 6) = monster_rat : "Rat" [] +@PointClass base(Weapon,Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge" [] +@PointClass base(Monster, TalkMonster) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist" +[ + body(Choices) : "Body" : -1 = + [ + -1: "Random" + 0 : "Glasses" + 1 : "Einstein" + 2 : "Luther (black skin)" + 3 : "Slick" + ] +] +@PointClass base(Targetname, Angles, Appearflags,RenderFields) size(-16 -16 0, 16 16 72) = monster_scientist_dead : "Dead Scientist" +[ + body(Choices) : "Body" : -1 = + [ + -1: "Random" + 0 : "Glasses" + 1 : "Einstein" + 2 : "Luther (black skin)" + 3 : "Slick" + ] + pose(Choices) : "Pose" : 0 = + [ + 0 : "On back" + 1 : "On Stomach" + 2 : "Sitting" + 3 : "Hanging" + 4 : "Table1" + 5 : "Table2" + 6 : "Table3" + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun" +[ + spawnflags(Flags) = + [ + 32 : "Autostart" : 0 + 64 : "Start Inactive" : 0 + ] +] +@PointClass base(Monster) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist" +[ + body(Choices) : "Body" : -1 = + [ + -1: "Random" + 0 : "Glasses" + 1 : "Einstein" + 2 : "Luther (black skin)" + 3 : "Slick" + ] + spawnflags(Flags) = + [ + //NEW 0.4 + //* Sitting scientists are pre-disaster by default. + 1024: "Post-Disaster" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 36) = monster_snark : "Armed Snark" [] + +//NEW 0.7 +//* While a monster_target is active, monsters will attack it as though it were another monster. +//* An easy way to make monsters shoot out lights, attack func_tanks, etc. +@PointClass color(0 200 200) base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monster_target : "Target for monsters to attack" +[ + frags(choices) : "When active, count as:" : 11 = + [ + 0 : "Ignored" + //* Disliked by human military and most aliens. + 3 : "Scientist" + //* Hated by human military, disliked by most aliens. + 11: "Barney" + //* Hated by alien military, disliked by barneys and most aliens. + 4 : "Human Military" + //* Hated by human military, disliked by barneys. + 5 : "Alien Military" + //* Disliked by human miliary and barneys. + 7 : "Other Alien" + //* Disliked by all humans. Hated by Bullsquids. + 8 : "Headcrab" + //* Disliked by all humans and by other Bullsquids. Feared by Headcrabs. + 9 : "Bullsquid" + //* Disliked by everyone, except other Faction A members. + 14 : "Faction A" + //* Disliked by everyone, except other Faction B members. + 15 : "Faction B" + //* Disliked by everyone, except other Faction C members. + 16 : "Faction C" + ] + spawnflags(Flags) = + [ + 1: "Start inactive" : 0 + ] +] +@PointClass base(Monster) size(-32 -32 0, 32 32 64) = monster_tentacle : "Tentacle Arm" +[ + sweeparc(integer) : "Sweep Arc" : 130 + sound(choices) : "Tap Sound" : -1 = + [ + -1: "None" + 0 : "Silo" + 1 : "Dirt" + 2 : "Water" + ] +] +@PointClass base(Monster) = monster_tripmine : "Active Tripmine" +[ + spawnflags(Flags) = + [ + 1 : "Instant On" : 0 + ] +] +@PointClass base(Monster) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret" +[ + orientation(Choices) : "Orientation" : 0 = + [ + 0 : "Floor Mount" + 1 : "Ceiling Mount" + ] + spawnflags(Flags) = + [ + 32 : "Autostart" : 0 + 64 : "Start Inactive" : 0 + ] +] +@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie" [] +@PointClass base(Targetname, MoveWith) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker" +[ + target(string) : "Target On Release" + monstertype(string) : "Monster Type" + netname(target_source) : "Name of Spawned Monsters" + spawnflags(Flags) = + [ + //* If you don't give the monstermaker a Name, this is the default. + 1 : "Start ON" : 0 + //* In Cyclic mode, the maker will spawn a monster each time it's triggered. + //* (Otherwise, triggering the maker will turn it on, and it will then make monsters as + //* often as its 'delay' permits.) + 4 : "Cyclic" : 0 + 8 : "MonsterClip" : 0 + //NEW 0.5 + //* By default, unless "number of monsters" is 1, the corpses of the monsters will fade out. + //* Tick here to override this. In order to prevent infinite numbers of corpses from appearing, + //* this flag is ignored if Number of Monsters is set to unlimited, + 16 : "Leave corpses" : 0 + //NEW 0.6 + //* If this is ticked, the created monsters won't drop their weapons when they die. + 1024: "Don't Drop Gun" : 0 + ] + //* The total number of monsters the monstermaker can create (-1 = unlimited) + monstercount(choices) : "Number of Monsters" : -1 = + [ + -1 : "Unlimited" + ] + //* If -1, a new monster will only be made when the last monster dies. + //* Otherwise, this is is the time to wait (seconds) between producing new monsters. + delay(string) : "Time between spawns" : "5" + //NEW 0.4 + //* Mainly for use with @env_warpball. This makes a delay between the monstermaker triggering + //* its "target on release" entity and the monster appearing. For best results, set the + //* "target on release" value to the env_warpball, and set the "delay before release" to about 0.5. + spawndelay(string) : "Delay before release" : "0" + //* The maximum number of live children allowed at one time; if this is set, new children will + //* not be made until one dies. (-1 = no limit) + m_imaxlivechildren(integer) : "Max live children" : 5 + //* If you just want a monster to be ignored, use the "Prisoner" flag instead. + m_iClass(choices) : "Monsters behave as" : 0 = + [ + 0 : "Normal" + //* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids. + 3 : "Scientist" + //* Likes players and scientists; dislikes Machines, Human Military, and all aliens. + 11: "Barney" + //* Dislikes scientists and most aliens. Hates players, barneys and Alien Military. + 4 : "Human Military" + //* Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them. + //* Otherwise, they're pretty much like Human Military. + 1 : "Machine (Human Military)" + //* Hates players and Human Military. Dislikes Machines, scientists and barneys. + 5 : "Alien Military" + //* Dislikes Machines and all humans. + 7 : "Other Alien" + //* Dislikes all humans. Scared of Bullsquids. + 8 : "Headcrab" + //* Hates Headcrabs. Dislikes humans and other Bullsquids. + 9 : "Bullsquid" + //* Dislikes everyone, except other Faction A members. + 14 : "Faction A" + //* Dislikes everyone, except other Faction B members. + 15 : "Faction B" + //* Dislikes everyone, except other Faction C members. + 16 : "Faction C" + ] + //NEW 0.5 + //* Replaces the old "Player Ally" flag. + m_iPlayerReact(choices) : "Monsters reaction to player" : 0 = + [ + 0 : "Normal" + 1 : "Ignore" + //* Scientists usually use this behaviour. + 2 : "Friendly until hurt" + //* Barneys usually use this behaviour. + 3 : "Friendly unless provoked" + 4 : "Enemy" + // Not yet implemented, but will allow any monster to act like a barney/scientist. + //5 : "Follower" + ] +] + +//NEW 0.7.1 +//* For controlling the movement of other entities. There are two main ways to use this entity: +//* a) Don't give it a targetname, just tell it what entity to affect. In this case, the +//* motion of the affected entity will be managed however you want. This is mostly useful to +//* make things MoveWith a @func_pushable or a monster. (Just name the func_pushable in the +//* manager's "Position" field.) +//* b) Give it a targetname, but leave the "target to affect" set to *locus. Then, type the +//* motion_manager's name into the "trigger on spawn" field of, for example, an env_shooter. +//* In this case, every shot the shooter makes will be managed throughout its lifetime. +//* If you just want to change an entity's position or velocity instantly, once, then see +//* @trigger_motion. +@PointClass base(Targetname) = motion_manager : "Control the movement and direction of an entity" +[ + target(target_destination) : "Target to affect [LE]" : "*locus" + m_iszPosition(string) : "Position (blank = no change)" + m_iPosMode(choices) : "Meaning of Position" : 0 = + [ + 0 : "Set position [LP]" + 1 : "Offset position [LV]" + 2 : "Set velocity [LV]" + 3 : "Accelerate by [LV]" + 4 : "Follow position [LV]" + ] + m_iszAngles(string) : "Facing (blank = no change)" + m_iAngMode(choices) : "Meaning of Facing" : 0 = + [ + 0 : "Face direction [LV]" + 1 : "Rotate by [LV]" + 2 : "Rotate by (Y Z X)" + 3 : "Set avelocity (Y Z X)" + ] + spawnflags(flags) = + [ + 1: "Debug" : 0 + ] +] + +@PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" +[ + //NEW 0.3 + netname(string) : "Target on turning off" + globalstate(string) : "Global State Master" +] + +//NEW 0.4 +//* A multi_alias is an @info_alias with more than one target. It's mainly useful to group entities +//* together, while still allowing them to have individual names. +//* For example, suppose you have a set of lights in your level. Each one has its own lightswitch, +//* which allows it to be switched on and off on its own. But later in the level, you want the power +//* (i.e. all the lights) to go off. One way to do that would be to make a multi_alias which +//* targets all the lights, and simply trigger what that alias refers to. +@PointClass base(Targetname) = multi_alias : "Multi-target alias" +[ + //NEW 0.5 + m_iMode(choices) : "Mode" : 0 = + [ + 0: "Normal" + //* Each time the alias is used, one of the targets will be chosen + //* at random. Targets with higher values are proportionally more + //* likely to be chosen. + 1: "Choose one (weighted)" + //* Each time the alias is used, zero or more of the targets will + //* be valid. The 'value' for each target gives the percentage + //* chance that it will be valid each time. + 2: "% chance for each" + ] +] + +//* Triggers a sequence of up to 16 entities, at various time offsets. +//* To specify the list of entities for it to trigger, turn off Worldcraft's "smart edit" mode +//* and add fields manually. The name of the field is the targetname of the entity to trigger, +//* and the contents of the field are the time (in seconds) to wait before triggering it. +//* If a master is given, then while the master is locked, the manager will ignore +//* all signals. This won't prevent it from continuing a sequence that started while the master +//* was unlocked, but it will prevent new sequences from starting. +@PointClass base(Targetname, Master) color(255 128 0) = multi_manager : "MultiTarget Manager" +[ + //NEW 0.3 + //* How long to wait before starting the sequence. This delay is in addition to the offsets given for each individual target. + wait(string) : "Time offset" + //NEW 0.3 + //* If set, then each time it's triggered the manager will wait for a random length of time. The "Time Offset" + //* value is used as a minimum offset. + maxwait(string) : "Max Time offset (Random)" + //NEW 0.3 + //* Message to send to the targets. + triggerstate(choices) : "Trigger to send" = + [ + 0: "Toggle" + 1: "On" + 2: "Off" + 3: "Kill" + //* If you select this, the manager will send on whatever triggers (e.g. USE_ON) that it received + //* itself. So this is a way to "fork" the signal sent by another entity. + 4: "Same as input" + ] + //NEW 0.3 + mode(choices) : "Mode" = + [ + //* The 'value' for each target is the time offset at which to fire it. + 0: "Normal (time offset)" + //* Choose one of the targets at random, and fire it. The 'value' gives the relative chance + //* that each target will be chosen. + 1: "Choose one (weighted)" + //* Go through the list of targets, and for each one either fire it, or don't fire it. + //* The 'value' gives the percentage chance that a value will get fired. + 2: "% chance for each" + //* In this mode, the number for each target specifies its position in the sequence + //* (relative to the other numbers), but all the targets will actually be fired at the same time. + //* So setting the targets to A 1, B 2 and C 3 would be equivalent to + //* setting A 0, B 0, and C 0 in normal mode - except that you can guarantee A will be + //* fired just before B, which will be just before C. + 3: "No delay (ordered)" + ] + //NEW 0.7.1 + //* Gives threads a name of their own. This lets you kill/trigger the threads + //* without affecting the manager, and vice versa. (If this is left blank, the + //* threads have the same name as the manager.) + //* This is mostly useful on a multithreaded looped manager, where you can stop all the loops + //* simultaneously by triggering the threads off. + m_iszThreadName(target_source) : "Name of threads" + //NEW 0.7.1 + //* Whenever a thread is created, the entity named here will be triggered, + //* with the new thread as the locus. + m_iszLocusThread(string) : "Trigger on spawn (locus = thread)" + spawnflags(Flags) = + [ + //* By default, a manager will ignore all inputs while it's performing a sequence. + //* Tick this to allow more than one sequence to run at a time. + 1 : "Multi-threaded" : 0 + //NEW 0.6 + //* NB: This flag has been moved. Apologies. + //* When the sequence ends, it will start again from the beginning. To stop the + //* loop, toggle the manager a second time. + 4 : "Loop" : 0 + //NEW 0.6 + //* The manager will USE_KILL itself when the sequence is complete. + //* If Loop is also ticked, the manager will only USE_KILL itself when told to stop the loop. + 8 : "Once only" : 0 + //NEW 0.7.1 + //* The manager will activate itself when the level starts, so that you don't + //* have to use a trigger_auto. (particularly useful for looping multi_managers.) + 16 : "Start on" : 0 + //NEW 0.7.1 + //* The manager will report to the console when it fires, etc. + 32 : "Debug mode" : 0 + ] +] + +//NEW 0.3 +//* A multi_watcher is like a normal @watcher, except that it watches up to 16 entities at once. +//* The entity is probably most useful when used as a master for another entity- a versatile replacement +//* for the @multisource, in a way. Note that if you need to handle a complex logical operation, you can make a +//* multi_watcher which watches other multi_watchers. +//* The list of watched entities is specified in the same way as the targets of a @multi_manager, except that the +//* 'value' should be set to 0. (Future versions of Spirit may make use of the value, but for now it's ignored.) +//* This is a very powerful entity, but is probably only useful for experienced mappers. +@PointClass base(Targetname) = multi_watcher : "State Watcher" +[ + m_fLogic(choices) : "Logical test" : 0 = + [ + 0: "All (AND)" + 2: "Not all (NAND)" + 1: "At least one (OR)" + 3: "None (NOR)" + 4: "Exactly one (XOR)" + 5: "Any number but one (XNOR)" + ] + //* This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes. + target(target_destination) : "Entity to notify" + //* The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'. + spawnflags(flags) = + [ + //* If this is enabled, the watcher will always notify its target with USE_TOGGLE, instead of sending ON or OFF. + 1: "Send 'Toggle'" : 0 + 8: "NOT 'On'" : 0 + 16: "'Off'" : 0 + 32: "'Turn On'" : 0 + 64: "'Turn Off'" : 0 + 128:"'In Use'" : 0 + ] +] + +@PointClass base(Targetname, Angles, MoveWith) size(16 16 16) color(247 181 82) = path_corner : "Path Corner" +[ + 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) : "Speed (0 = no change)" : 0 + //NEW 0.5 + armortype(choices) : "Meaning of 'Speed'" : 0 = + [ + 0 : "Set new speed" + //* It's very easy to get the train going 'infinitely' fast with this setting. + //* Excessively high speeds tend to cause problems, so use with caution. + 1 : "Increase speed by" + //* This permanently changes the train's speed, the same way as the other + //* settings. In other words: when it reaches the next corner, the train's + //* speed won't change back. + 2 : "Time to next corner" + ] + //NEW 0.5 + //* When the train passes this corner, its rate of turning will be set to this value - + //* just like the "speed" for a corner sets the train's linear speed. + //* NB: setting this field to "0 0 0" will make the train stop turning. Leaving the + //* field blank, on the other hand, will leave the train turning at the same rate. + turnspeed(string) : "Turn speed (Y Z X)" + //NEW 0.5 + //* If set to "Yes", then as trains approach this corner, they will turn to face its + //* 'angle' value. + //* By default, the train will keep turning after passing the corner. To + //* make it stay facing your chosen direction, set "Turn Speed" to "0 0 0". + armorvalue(choices) : "Match Angle" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + +@PointClass base(Targetname, Angles, MoveWith) 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" + altpath(target_destination) : "Branch Path" + message(target_destination) : "Fire on Pass" + netname(target_destination) : "Fire on dead end" + speed(integer) : "Speed (0 = no change)" : 0 + //NEW 0.5 + armortype(choices) : "Meaning of 'Speed'" : 0 = + [ + //* In normal Half-Life, this was the only setting available. + //* NB: This will have no effect unless the train has the "No Control" flag set. + 0 : "Set current speed" + //* This sets the train's 'master speed', which means that the train's speed in + //* all gears (half speed, quarter speed, etc) will also change in proportion to + //* the number you set. + 3 : "Set master speed" + //* It's very easy to get the train going 'infinitely' fast with this setting. + //* Excessively high speeds tend to cause problems, so use with caution. + //* (This changes the 'master speed'). + 1 : "Increase speed by" + //* This permanently changes the train's speed, the same way as the other + //* settings. In other words: when it reaches the next corner, the train's + //* speed won't change back. + //* (This changes the 'master speed'). + 2 : "Time to next corner" + + // 3: "Change gear"? + ] + //NEW 0.5 + //* When the train passes this corner, its rate of turning will be set to this value - + //* just like the "speed" for a corner sets the train's linear speed. + //* NB: setting this field to "0 0 0" will make the train stop turning. Leaving the + //* field blank, on the other hand, will leave the train turning at the same rate. + turnspeed(string) : "Turn speed (Y Z X)" + //NEW 0.5 + frags(choices) : "Meaning of 'Turn Speed'" : 0 = + [ + 0 : "Set current turn speed" + //* The value specified will be scaled to fit the speed (e.g. half + //* speed, quarter speed) the train is currently moving at. + 1 : "Set master turn speed" + //* When you set Turn Speed to make a tracktrain turn around, its normal turning + //* (face along the track, turn at corners) gets suppressed. Select this when you + //* want to reenable it. (The 'Turn Speed' value isn't used when this option is + //* selected.) + 2 : "Back to normal" + ] + //NEW 0.5 + //* If set to "Yes", then as trains approach this corner, they will turn to face its + //* 'angle' value. + //* By default, the train will keep turning after passing the corner. To + //* make it stay facing your chosen direction, set "Turn Speed" to "0 0 0". + armorvalue(choices) : "Match Angle" : 0 = + [ + 0 : "No" + 1 : "Yes" + ] +] + + +// +// player effects +// + +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_freeze : "Stop player from moving" +[ + delay(string) : "Duration (0 = until retriggered)" : "5" + spawnflags(Flags) = + [ + //* If you set this, then the entity expects to freeze the locus you tell it. + //* If there's no locus, or it isn't a player, nothing will happen. + //* (If you don't tick this, then player_freeze will just affect player 1.) + 1: "Affect locus" : 0 + ] +] + +@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" +] + +// this may be the most irritating, repetitive, time-consuming entity I've ever implemented... +// HL's ammo system is _not_ set up to make this easy. +@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strip player's weapons" +[ + //NEW 0.6 + //* In each of these fields, either choose a preset value from the menu, or else specify + //* a number of bullets to remove (e.g. 8). + bullets(choices) : "Take 9mm bullets" : 0 = + [ + 0: "All" + -2: "All except clips" + -1: "Empty clips only" + -3: "None" + ] + magnum(choices) : "Take 357 bullets" : 0 = + [ + 0: "All" + -2: "All except clip" + -1: "Empty clip only" + -3: "None" + ] + shotgun(choices) : "Take shotgun ammo" : 0 = + [ + 0: "All" + -2: "All except clip" + -1: "Empty clip only" + -3: "None" + ] + crossbow(choices) : "Take crossbow bolts" : 0 = + [ + 0: "All" + -2: "All except clip" + -1: "Empty clip only" + -3: "None" + ] + argrenades(choices) : "Take AR grenades" : 0 = + [ + 0: "All" + -1: "None" + ] + rockets(choices) : "Take rockets" : 0 = + [ + 0: "All" + -2: "All except clip" + -1: "Empty clip only" + -3: "None" + ] + uranium(choices) : "Take uranium ammo" : 0 = + [ + 0: "All" + -2: "All except clips" + -1: "Empty clips only" + -3: "None" + ] + satchels(choices) : "Take satchel charges" : 0 = + [ + 0: "All" + -1: "None" + ] + snarks(choices) : "Take snarks" : 0 = + [ + 0: "All" + -1: "None" + ] + tripmines(choices) : "Take tripmines" : 0 = + [ + 0: "All" + -1: "None" + ] + handgrenades(choices) : "Take handgrenades" : 0 = + [ + 0: "All" + -1: "None" + ] + hornetgun(choices) : "Take Hornet Gun" : 0 = + [ + 0: "Gun & ammo" + -3: "Ammo" + -1: "None" + ] + spawnflags(Flags) = + [ + 1: "Remove suit" : 0 + 2: "Leave crowbar" : 0 + 4: "Leave glock" : 0 + 8: "Leave 357" : 0 + 16: "Leave mp5" : 0 + // chaingun was never used + 64: "Leave crossbow" : 0 + 128: "Leave shotgun" : 0 + 256: "Leave rpg" : 0 + 512: "Leave gauss" : 0 + 1024: "Leave egon" : 0 + ] +] + +//NEW 0.3 +//* Note that a @monster_generic won't usually do these actions correctly. +//* If you're using this to make a @monster_barney shoot, it'll look odd (as if he's shooting bullets from his +//* knuckles) unless you first use a scripted_sequence (playing the "draw" animation) or env_customize +//* (setting body = 1) to put his pistol into his hand; as seen in the SpiritDemo level. +@PointClass base(Script) = scripted_action : "Scripted Action" +[ + //NEW 1.0 + m_iszMoveTarget(string) : "Move target (blank = this) [LE]" + m_fMoveTo(choices) : "Move to Position" : 5 = + [ + //* Don't move at all. (Turn Type will be ignored.) + 0 : "No (don't turn)" + //* Walk to the move target, then turn. + 1 : "Walk" + //* Run to the move target, then turn. + 2 : "Run" + //* Don't move - just turn to face to whatever the turn mode. + 5 : "No - Only turn" + //* Teleport to the move target. Also, the monster's angle will instantly change to + //* whatever is specified in the turn target's "turn type". + //* Spirit fixes a bug which used to freeze a monster when playing scripts with this setting. + 4 : "Instant move + turn" + //NEW 1.0 + //* Don't move - just change angle to whatever the turn type specifies, instantly. + 6 : "No - Instant turn" + ] + //NEW 0.6 + //* If you specify a classname (e.g. monster_barney) here, the script will choose a random entity of that + //* type. + m_iszAttack(string) : "Entity to attack (blank = this) [LE]" + //NEW 0.3 + m_fTurnType(choices) : "Turn mode" : 1 = + [ + //* Turn to the same angle as the attack entity is facing. + 0 : "Match Angle" + //* Turn to look (and aim) at the entity to attack. + 1 : "Turn to face" + 2 : "Don't Turn" + ] + m_fAction(choices) : "Action to perform" : 0 = + [ + //* Headcrabs: leap. Houndeye: sonic attack. Barney: fire pistol... and so on. Most monsters have a ranged attack of some kind. + 0 : "Ranged Attack" + //* Grunts and assassins: throw or launch a grenade at the "attack" entity. + //* Alien Controller: big homing fireball. + 1 : "Ranged Attack 2" + //* Scientist: Heal. Everyone else: Kick, punch, bite, slash with claws, etc. + 2 : "Melee Attack" + //* Assassins: kick. Bullsquids:bite. Headcrab: rear up on hind legs. + //* Big Momma: lay a baby headcrab. Gargantua: Flame Thrower. + 3 : "Melee Attack 2" + //* Grunts: place a grenade on the ground. + 4 : "Special Attack" + //* Don't know of any monsters which use this, but feel free to try... + 5 : "Special Attack 2" + //* Grunts and barneys: Reload. The same thing can be done with a @scripted_sequence, but it's available here for convenience. + 6 : "Reload" + //* Assassins: jump to the "attack" entity. Houndeyes, Bullsquids and Big Momma: just jump. + 7 : "Jump" + //* Just turn and/or move. + 8 : "No action" + ] + spawnflags(Flags) = + [ + //* If this isn't ticked, the script will be ignored while the monster is in combat. + 64: "Override AI" : 0 + ] +] + +//* If no targetname is given, a scripted_sentence will play sentences as often as its "refire" rate permits. +@PointClass base(Targetname, Targetx, MoveWith) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence" +[ + spawnflags(Flags) = + [ + 1 : "Fire Once" : 0 + 2 : "Followers Only" : 0 + 4 : "Interrupt Speech" : 0 + 8 : "Concurrent" : 0 + ] + sentence(string) : "Sentence Name" : "" + //NEW 0.4 + entity(string) : "Target Monster (blank for HEV) [LE]" + duration(string) : "Sentence Time" : "3" + //* If "Target Monster" is a classname, the game picks a random monster of that type from within this + //* search radius. + radius(integer) : "Search Radius" : 512 + refire(string) : "Delay Before Refire" : "3" + listener(string) : "Listener Name/Class" : "player" + volume(string) : "Volume 0-10" : "10" + attenuation(Choices) : "Sound Radius" : 0 = + [ + 0 : "Small Radius" + 1 : "Medium Radius" + 2 : "Large Radius" + 3 : "Play Everywhere" + ] +] + +//* If a scripted_sequence has no targetname, it will start playing as soon as the level begins. +//* If two or more scripted_sequences have the same targetname, they will be synchronised so that +//* no matter how long it takes the monsters to walk to the sequence entities, their action animations +//* will start at the same time. Also, if one of the monsters cancels its sequence (e.g. if it gets +//* hurt), the other one will too. +@PointClass base(ScriptSequence) = scripted_sequence : "Scripted Sequence" +[ + spawnflags(Flags) = + [ + //* Unless you tick this, the monster won't play the script when it's in combat. + 64: "Override AI" : 0 + ] +] + +//NEW 0.6 +@PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_tanksequence : "Scripted Tank Sequence" +[ + m_iszEntity(string) : "Tank to affect" + m_iTurn(choices) : "Turn to" : 2 = + [ + 0: "Don't turn" + 1: "Match angle" + 2: "Face sequence" + 3: "Face enemy" + ] + //* Specify either a classname (e.g. monster_barney) or a targetname to look for. + //* If you leave this blank, the tank will just pick its nearest enemy. + m_iszEnemy(string) : "Enemy to face" + m_iShoot(choices) : "Fire gun" : 1 = + [ + 0: "Don't fire" + 1: "Once (at end)" + 2: "Constantly" + 3: "While facing target" + ] + m_iUntil(choices) : "Halt condition" : 1 = + [ + 0: "None" + 1: "Tank faces target" + 2: "Enemy dies" + ] + target(string) : "Trigger on halt" + m_fDuration(string) : "Time limit (0 = no limit)" : "0" + netname(string) : "Trigger on timeout" + m_iActive(choices) : "Tank state afterwards" : 0 = + [ + 0: "No change" + 1: "Active" + 2: "Inactive" + 3: "Toggle" + ] + m_iControllable(choices) : "Control afterwards" : 0 = + [ + 0: "No change" + 1: "Controllable" + 2: "Not Controllable" + 3: "Toggle" + ] + m_iLaserSpot(choices) : "Laser Spot afterwards" : 0 = + [ + 0: "No change" + 1: "Turn on" + 2: "Turn off" + 3: "Toggle" + ] + spawnflags(flags) = + [ + //* Usually, if a player is using the tank when the sequence is activated, + //* the sequence won't work. Tick here to override that, by dumping the + //* player when the sequence starts. + 1: "Dump player" : 0 + 2: "Repeatable" : 0 + ] +] + +//NEW 0.6 +//* This entity is by no means complete, but is still somewhat usable. +@PointClass base(Targetname, Angles, MoveWith) size(-16 -16 -16, 16 16 16) color(255 0 255) = scripted_trainsequence : "Scripted Train Sequence" +[ + m_iszEntity(string) : "Func_train to affect [LE]" + m_iszDestination(string) : "Destination to head for [LE]" + m_iDirection(choices) : "Train direction" : 4 = + [ + 4: "Towards destination" + 1: "Forwards" + 2: "Backwards" + 0: "No change" + ] + target(string) : "Fire on arrival" + m_fDuration(string) : "Time limit (0 = no limit)" : "0" + netname(string) : "Fire on timeout" + //* This entity will be triggered regardless of how the sequence ends: + //* by reaching the destination, by timing out, or by the sequence being + //* triggered 'off' (which causes it to abort). + m_iszTerminate(string) : "Fire at end, regardless" + m_iPostDirection(choices) : "Direction afterwards" : 3 = + [ + 1: "Forwards" + 3: "Stop" + ] + spawnflags(flags) = + [ + 2: "Once only" : 0 + //* The train will just move straight to the destination + //* you specify, without trying to follow an existing path. + 4: "Skip path" : 0 + ] +] + +@PointClass iconsprite("sprites/speaker.spr") base(Targetname, MoveWith) = 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 +// + +//* Be careful when using this entity; it will trigger not only when the level starts, +//* but also when a saved game is loaded. +@PointClass base(Targetx) = trigger_auto : "AutoTrigger" +[ + spawnflags(Flags) = + [ + 1 : "Remove On fire" : 0 + //NEW 0.5 + //* Tick here to have the trigger_auto's "activator" be the player. + //* (Not for use in multiplayer levels.) + 2 : "From Player" : 0 + ] + globalstate(string) : "Global State to Read" + //NEW 0.3 + triggerstate(choices) : "Trigger to send" : 2 = + [ + 0 : "Off" + 1 : "On" + 2 : "Toggle" + 3 : "Kill" + ] +] + +@SolidClass base(Targetname, Master, MoveWith) = trigger_autosave : "AutoSave Trigger" [] + +//NEW 0.6 +//* An entity that things bounce off. Set its Angle to specify the angle to reflect them in; +//* objects already moving in this direction will be unaffected. (E.g. to make a trampoline, +//* you would specify "up". Objects which are already moving upwards will be unaffected.) +//* Try Factor = 2 and Minimum Speed = 150 to make a corridor which players can't run through, +//* only walk slowly. (Something like the force-fields in Dune.) +@SolidClass base(Trigger, TriggerCond, Angles, MoveWith) = trigger_bounce : "Bouncey area" +[ + //* Acts like friction - each bounce will be scaled up or down by this amount. + //* (for instance, if the factor is 0.5, and you hit the trigger_bounce at 100 + //* units/sec, you'll bounce off at 50 units/sec.) + frags(string) : "Factor (0=stop, 1=perfect bounce)" : "0.9" + //* If an object hits the trigger_bounce entity slower than this, then it'll + //* go straight through. + armorvalue(string) : "Minimum Speed" : "100" + spawnflags(flags) = + [ + //* Tells the entity to reduce bounce speeds by the 'minimum speed' value. + //* (for instance, if you hit the trigger_bounce at 100 units/sec, the Factor is + //* 0.5 and the min.speed is 20, then you'll bounce off at 40 units/sec. + 16: "Truncate Speed" : 0 + ] +] + +@PointClass base(Targetname, Targetx) = trigger_camera : "Trigger Camera" +[ + wait(integer) : "Hold time" : 10 + moveto(string) : "Path Corner" + spawnflags(flags) = + [ + 1: "Start At Player" : 0 + 2: "Follow Player" : 0 + 4: "Freeze Player" : 0 + ] + speed(string) : "Initial Speed" : "0" + acceleration(string) : "Acceleration units/sec^2" : "500" + deceleration(string) : "Stop Deceleration units/sec^2" : "500" + m_iszViewEntity(string) : "Entity to view from (blank = this)" +] + +@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" + ] +] + +//NEW 0.3 +@PointClass base(Targetname) = trigger_changealias : "Trigger Change Alias" +[ + target(string) : "Alias to affect" + netname(string) : "String to Set" + spawnflags(flags) = + [ + //* If this is ticked, alias references in the "String to Set" will be resolved before any changes are + //* applied. So, for example, suppose you set this entity up to affect an alias "alias1", and to set alias1 + //* to target "*myalias". + //* If "Resolve references" is left unticked, then "alias1" will change to refer to "*myalias"; that is, + //* in future any changes to "myalias" will also change what "alias1" refers to. + //* By contrast, if "Resolve references" is ticked, then "alias1" will change to refer to whatever "myalias" + //* is referring to at the time the trigger_changealias takes effect. Future changes to "myalias" will + //* therefore not affect "alias1". + 1 : "Resolve references" : 0 + 2 : "Debug Mode" : 0 + ] +] + +//NEW 0.5 +@PointClass base(Targetname) = trigger_changecvar : "Change Console Variable" +[ + netname(string) : "CVar to change" + message(string) : "Value to set" + armorvalue(string) : "Duration (-1 = until triggered)" +] + +@SolidClass = trigger_changelevel : "Trigger: Change level" +[ + targetname(string) : "Name" + map(string) : "New map name" + landmark(string) : "Landmark name" + changetarget(target_destination) : "Change Target" + changedelay(string) : "Delay before change target" : "0" + spawnflags(flags) = + [ + 1: "No Intermission" : 0 + 2: "USE Only" : 0 + ] +] + +@PointClass base(Targetname) = trigger_changetarget : "Trigger Change Target" +[ + target(string) : "Entity to affect [LE]" + m_iszNewTarget(string) : "New Target [LE]" +] + +//NEW 1.0 +//* A really bad idea, IMHO, but created by popular demand. +//* Use at your own risk, and/or the risk of everyone else in the room. +@PointClass base(Targetname) = trigger_changevalue : "Change any entity's values" +[ + target(string) : "Entity to affect [LE]" + netname(string) : "Keyname to change" + m_iszNewValue(string) : "New value to set" +] + +//NEW 0.5 +@PointClass base(Targetname) = trigger_command : "Console Command" +[ + netname(string) : "Command String" +] + +//* While locked by its master, the trigger_counter _will_ keep counting when fired, +//* but it won't fire anything itself. +@SolidClass base(Trigger, MoveWith) = trigger_counter : "Trigger counter" +[ + spawnflags(flags) = + [ + 1 : "No Message" : 0 + ] + count(integer) : "Count before activation" : 2 +] + +@SolidClass base(Targetname, MoveWith) = trigger_endsection : "EndSection Trigger" +[ + section(string) : "Section" + spawnflags(flags) = + [ + 1: "USE Only" : 0 + ] +] + +@SolidClass base(Targetname) = trigger_gravity : "Trigger Gravity" +[ + gravity(integer) : "Gravity (0-1)" : 1 +] + +//NEW 0.5 +@SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hevcharge : "Trigger charge hev" +[ + spawnflags(flags) = + [ + 1: "Target Once" : 0 + 2: "Start Off" : 0 + //* Usually, the HEV suit will comment on the new power level. + 4: "Don't Speak" : 0 + ] + frags(integer) : "Charge Amount" : 10 + delay(string) : "Delay before trigger" : "0" +] + +@SolidClass base(Targetname, Target, Master, MoveWith) = trigger_hurt : "Trigger player hurt" +[ + spawnflags(flags) = + [ + 1: "Fire once" : 0 + 2: "Start Off" : 0 + 8: "No clients" : 0 + 16:"Only when fired" : 0 + 32:"Only on touch" : 0 + ] + 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" + ] + //NEW 0.7.1 + cangib(choices) : "To gib or not to gib" : 0 = + [ + 0 : "Normal" + 1 : "Always gib" + 2 : "Never gib" + ] +] + +//NEW 0.5 +@SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_inout : "Trigger: Activate on entering or leaving" +[ + target(string) : "Fire on entering" + m_iszAltTarget(string) : "Fire on leaving" + m_iszBothTarget(string) : "Fire on/off (entering/leaving)" +] + +@SolidClass base(Master, MoveWith) = trigger_monsterjump : "Trigger monster jump" +[ + speed(integer) : "Jump Speed" : 40 + height(integer) : "Jump Height" : 128 +] + +//NEW 0.7.1 +//* This replaces the trigger_setposition and trigger_setvelocity entities, which have +//* been removed. Apologies for any inconvenience. +//* If you want to control motion for a period of time, see @motion_manager. +@PointClass base(Targetname) = trigger_motion : "Set the position and movement of an entity" +[ + target(target_destination) : "Target to affect [LE]" + m_iszPosition(string) : "Position (blank = no change)" + m_iPosMode(choices) : "Meaning of Position" : 0 = + [ + 0 : "Set new position [LP]" + 1 : "Add offset [LV]" + ] + m_iszAngles(string) : "Angles (blank = no change)" + m_iAngMode(choices) : "Meaning of Angles" : 0 = + [ + 0 : "Set new angle [LV]" + 1 : "Rotate by [LV]" + 2 : "Rotate by (Y Z X)" + ] + m_iszVelocity(string) : "Velocity (blank = no change)" + m_iVelMode(choices) : "Meaning of Velocity" : 0 = + [ + 0 : "Set new velocity [LV]" + 1 : "Add to velocity [LV]" + 2 : "Rotate velocity by [LV]" + 3 : "Rotate velocity (Y Z X)" + ] + m_iszAVelocity(string) : "AVelocity (blank = no change)" + m_iAVelMode(choices) : "Meaning of AVelocity" : 0 = + [ + 0 : "Set new avelocity (Y Z X)" + 1 : "Add to avelocity (Y Z X)" + ] + spawnflags(flags) = + [ + 1: "Debug" : 0 + ] +] + +@SolidClass base(Trigger, TriggerCond, MoveWith) = trigger_once : "Trigger: Activate once" +[ + message(string) : "Text when triggered" + noise(string) : "Sound when triggered" +] + +@SolidClass base(trigger_once) = trigger_multiple : "Trigger: Activate multiple" +[ + wait(integer) : "Delay before reset" : 10 +] + +//NEW 0.6 +//* In fact, this should probably be called watcher_onsight. +@PointClass base(Targetname, Master, MoveWith) = trigger_onsight : "Trigger when A sees B" +[ + //* Put the targetname of the entity whose eyes the trigger_onsight should look through. + //* (if you want to trigger when the trigger_onsight itself sees something, i.e. + //* simulating a security camera, put the name of the trigger_onsight.) + netname(string) : "Looking entity (blank=player)" + //* Leave this blank to have it trigger when something sees the trigger_onsight. + //* You can also put a classname here, to trigger when the Looking Entity sees + //* any entity of that class. + message(string) : "Entity/classname to look at" + target(string) : "Fire when seen" + noise(string) : "Fire when no longer seen" + noise1(string) : "Fire on/off (seen/not seen)" + frags(string) : "View range (0=unlimited)" : "512" + //* Currently, only the horizontal view will be checked. + max_health(choices) : "Field of view (degrees)" : 90 = + [ + -1 : "(-1): Use monster's view" + ] + spawnflags(flags) = + [ + //* Don't check line of sight: i.e. it doesn't matter if there's something + //* in the way. + 1: "No LOS check" : 0 + 2: "Seethru glass" : 0 + ] +] + +@SolidClass base(Trigger, MoveWith) = trigger_push : "Trigger player push" +[ + spawnflags(flags) = + [ + 1: "Once Only" : 0 + 2: "Start Off" : 0 + ] + speed(integer) : "Speed of push" : 40 +] + +//NEW 0.3 +//* Only affects dynamic (i.e. named) lights. +@PointClass base(Targetname) = trigger_lightstyle : "Trigger Change Lightstyle" +[ + target(target_destination) : "Target to affect [LE]" + style(choices) : "New Appearance" : 0 = + [ + 0 : "On" + 13: "Off" + 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" + 14: "Slow Fade In" + 15: "Medium Fade In" + 16: "Fast Fade In" + ] + pattern(string) : "Custom Appearance" + m_iFade(string) : "Fade time" : 0 + m_iWait(string) : "Hold time (-1 = permanent)" : -1 +] + +@PointClass base(Targetname, Targetx, Master) = trigger_relay : "Trigger Relay" +[ + //NEW 0.5 + //* This field allows you to use the trigger_relay as a kind of conditional jump: it + //* looks at its master, and does different actions based on the master's state. + m_iszAltTarget(string) : "Target if locked by master" + spawnflags(flags) = + [ + 1: "Remove On fire" : 0 + //NEW 0.4 + //* If you're trying to work out what's going wrong with your level, + //* try ticking here and the relay will tell you when it triggers, etc. + //* Here's a useful trick: make a trigger_relay with this field ticked, + //* and give it the same name as an entity that you're interested in. + //* The relay will then notify you whenever that entity gets triggered. + 2: "Debug Mode" : 0 + ] + //NEW 0.4 + triggerstate(choices) : "Trigger to send" : 2 = + [ + 0: "Off" + 1: "On" + 2: "Toggle" + 4: "Kill" + 5: "Same as input" + //* I.e. when triggered ON, send OFF. And vice versa. + 6: "Opposite of input" + //* Setting this will cause the target momentary door to move to a particular position. + 7: "Ratio (momentary doors)" + ] + //* Use this in combination with usetype Ratio, to trigger momentary doors. + //* For example, sending 1.0 tells them to go fully + //* open, 0.0 fully closed, and 0.5 half-way. + message(string) : "Set ratio (blank = no change) [LR]" +] + +//* don't use. This is just a test entity. +@PointClass base(Targetname) = trigger_rottest : "Trigger RotTest" +[ + target(target_destination) : "Marker ent" + netname(target_destination) : "Reference ent" + message(target_destination) : "Hinge ent" + health(integer) : "Distance" : 5 + armortype(integer) : "Angle Step" : 30 +] + +//NEW 0.6 +@SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound" +[ + target(target_destination) : "Fire when activated" + delay(string) : "Delay before trigger" : "0" + killtarget(target_destination) : "KillTarget" + roomtype(choices) : "Room Type" : 0 = + [ + 0 : "(Disable all filters)" + 1 : "Generic (no filters)" + + 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" + ] +] + +//NEW 0.2 +//* Suggest to the specified monster that it should follow the given path. This is a low priority +//* activity, superceded when it spots a player (for instance). +//* (The same thing happens if you give the monster a "target".) +@PointClass base(Targetname) = trigger_startpatrol : "Trigger Start Patrol" +[ + target(string) : "Target monster" + m_iszPath(string) : "Patrol path start" +] + +@SolidClass base(Targetname, Master, TriggerCond, MoveWith) = trigger_teleport : "Trigger teleport" +[ + target(target_destination) : "Destination entity" + //NEW 0.6 + message(target_destination) : "Landmark entity" + //NEW 0.6 + noise(target_destination) : "Fire on teleporting" +] + +@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" [] + +//NEW 0.3 +//* A watcher watches an entity, waiting for it to be in a given state. The default behaviour is for +//* the watcher to be 'On' if the watched entity is 'On', and to be 'Off' at all other times. +//* The main use for a watcher is to fire another entity (the "entity to notify"), each time the +//* watcher's state changes. +@PointClass base(Targetname) = watcher : "State Watcher" +[ + m_iszWatch(string) : "Entity to watch [LE]" + //* The watcher will revert to this state if the watched entity is killtargetted, or if it's a func_breakable which breaks. + m_fLogic(choices) : "State if entity isn't found" : 0 = + [ + 0: "On" + 1: "Off" + ] + //* This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes. + target(target_destination) : "Target to notify" + //* The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'. + spawnflags(flags) = + [ + //* If this is enabled, the watcher will notify its target with USE_TOGGLE, instead of sending ON or OFF. + 1: "Send 'Toggle'" : 0 + //* If this is enabled, the target won't be triggered when the watcher turns on. + 2: "Don't Send On" : 0 + //* If this is enabled, the target won't be triggered when the watcher turns off. + 4: "Don't Send Off" : 0 + 8: "NOT 'On'" : 0 + 16: "'Off'" : 0 + 32: "'Turn On'" : 0 + 64: "'Turn Off'" : 0 + 128:"'In Use'" : 0 + ] +] + +// NEW 1.0 +// * Compare two entity references, and see if they're the same. +// * For example, you could type "*myalias" as your first reference, +// * and "bob" as the second. As long as the alias "myalias" refers to +// * the entity "bob", the watcher will be active. The rest of the time +// * it will be inactive. +// * (If "bob" doesn't exist, it will also be inactive.) +//@PointClass base(Targetname) = watcher_alias : "Watcher" +//[ +// m_iszEntityA(string) : "Entity A [LE]" +// m_iszEntityB(string) : "Entity B [LE]" +// m_iMode(choices) : "Type of comparison" : 0 = +// [ +// 0 : "On when A = B" +// //* != means "not equal" +// 1 : "On when A != B" +// ] +// target(string): "Fire on changing state" +// netname(string): "Fire on turning on" +// message(string): "Fire on turning off" +// spawnflags(flags) = +// [ +// //* If this is set, one set of targets (on or off) will be fired, +// //* as appropriate, when the level starts. +// 1: "Fire at startup" : 0 +// ] +//] + +@PointClass base(Targetname) = watcher_count : "Watcher, entity count" +[ + noise(string) : "Count entities named..." + impulse(integer) : "Comparison number" + m_iMode(choices) : "Type of comparison" : 0 = + [ + 0 : "'On' when count = number" + //* != means "not equal" + 3 : "'On' when count != number" + 1 : "'On' when count > number" + 5 : "'On' when count >= number" + 2 : "'On' when count < number" + 4 : "'On' when count <= number" + ] + target(string): "Fire on changing state" + netname(string): "Fire on turning on" + message(string): "Fire on turning off" + noise1(string): "Fire when count increases" + noise2(string): "Fire when count decreases" + spawnflags(flags) = + [ + //* If this is set, one set of targets (on or off) will be fired, + //* as appropriate, when the level starts. + 1: "Fire at startup" : 0 + ] +] + +// NEW 1.0 +// * Compare two ratios. +//@PointClass base(Targetname) = watcher_ratio : "Watcher, compare ratios" +//[ +// m_iszRatioA(string) : "Ratio A [LR]" +// m_iszRatioB(string) : "Ratio B [LR]" : "0.0" +// m_iMode(choices) : "Type of comparison" : 0 = +// [ +// 0 : "'On' when A = B" +// //* != means "not equal" +// 3 : "'On' when A != B" +// 1 : "'On' when A > B" +// 5 : "'On' when A >= B" +// 2 : "'On' when A < B" +// 4 : "'On' when A <= B" +// ] +// target(string): "Fire on changing state" +// netname(string): "Fire on turning on" +// message(string): "Fire on turning off" +// spawnflags(flags) = +// [ +// //* If this is set, one set of targets (on or off) will be fired, +// //* as appropriate, when the level starts. +// 1: "Fire at startup" : 0 +// ] +//] + +// +// Weapons +// + +@PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weaponbox : "Weapon/Ammo Container" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_357 : "357 Handgun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmAR : "9mm Assault Rifle" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_9mmhandgun : "9mm Handgun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_crossbow : "Crossbow" +[ + sequence(choices) : "Placement" : 0 = + [ + 0 : "Normal (flat)" + 1 : "Realistic (tilted)" + ] +] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_crowbar : "Crowbar" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_egon : "Egon Gun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_gauss : "Gauss Gun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_glock : "9mm Handgun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_handgrenade : "Handgrenade Ammo" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_hornetgun : "Hornet Gun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_mp5 : "9mm Assault Rifle" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_rpg : "RPG" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_satchel : "Satchel Charge Ammo" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_shotgun : "Shotgun" [] +@PointClass base(Weapon, Targetx, RenderFields) = weapon_snark : "Squeak Grenade" [] +@PointClass base(Weapon, Targetx, RenderFields) size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo" [] + +@PointClass base(Weapon, Targetx, RenderFields) = world_items : "World Items" +[ + type(choices) :"types" : 42 = + [ + 42: "Antidote" + 43: "Security Card" + 44: "Battery" + 45: "Suit" + ] +] + +// +// Xen +// + +@PointClass base(Targetname, Angles, RenderFields) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair" +[ + spawnflags(Flags) = + [ + 1 : "Sync Movement" : 0 + ] +] +@PointClass base(Target, Targetname, Angles, RenderFields) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light" [] +@PointClass base(Targetname, Angles, RenderFields) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)" [] +@PointClass base(Targetname, Angles, RenderFields) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)" [] +@PointClass base(Targetname, Angles, RenderFields) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)" [] +@PointClass base(Targetname, Angles, RenderFields) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree" [] +