// ---------------------------------------------------------------------------------
// Day of Defeat 3.0 game definition file (.fgd)
// Version 3.0
// For Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above
// ---------------------------------------------------------------------------------
// Based on the original by Justin DeJong aka "N0TH1NG" R.I.P.
// modified from code by Chris Bokitch aka "autolycus"
// ---------------------------------------------------------------------------------
// Various content contributions by...
// Morlam (morlam@gamespotmail.com)
// Matt Boone aka "Mugsy"
// Tim Holt aka "Waldo"
// Brandon Russell aka "Axis"
// ---------------------------------------------------------------------------------
// 1.1
// Added env_rocketshooter entity
// ---------------------------------------------------------------------------------
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (Sky name)"
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height"
MaxRange(string) : "Max viewable distance" : "4096"
newunit(choices) : "Flush global entities?" : 0 =
[
0 : "No, keep global ents"
1 : "Yes, flush global ents"
]
]
// ---------------------------------------------------------------------------------
// BaseClasses
// ---------------------------------------------------------------------------------
// ---------------------------------------------------------------------
// These are the possible hint types currently suported by
// the HL code. Note that very few monsters actually support
// them, but anyone editing custom monster AI could easily
// utilize them.
//
// Bullsquid will trigger selected activity if node is marked with...
// World Human Blood
//
// Houndeye will trigger selected activity if node is marked with...
// World Machinery
// Blinking Light
// Human Blood
// Alien Blood
//
// Basically to override the default monster behaviour (which is to
// ignore all hint types), a monster's code needs to override the
// default method FValidateHintType, and return TRUE if the hint type
// passed is "interesting", or FALSE if it is not "interesting"
//
// Note that the values below MUST match the enum set defined in
// nodes.h
//
// Tim Holt ("Waldo")
// ---------------------------------------------------------------------
@BaseClass = HintTypeChoices
[
hinttype(Choices) : "Hint Type" : 0 =
[
0 : "None"
1 : "World Door"
2 : "World Window"
3 : "World Button"
4 : "World Machinery"
5 : "World Ledge"
6 : "World Source"
7 : "World Source"
8 : "World Blinking Light"
9 : "World Bright Colors"
10 : "World Human Blood"
11 : "World Alien Blood"
100 : "Tactical Exit"
101 : "Tactical Vantage"
102 : "Tactical Ambush"
300 : "Stuka Perch"
301 : "Stuka Landing"
]
]
// ---------------------------------------------------------------------
// These are the possible activity values that are shared by all
// monsters. Note that not all monsters can do all activities!
//
// These activity values must NOT be changed as they must reflect the
// values set in an enum in activity.h
//
// Tim Holt ("Waldo")
// ---------------------------------------------------------------------
@BaseClass = ActivityTypeChoices
[
activity(Choices) : "Hint Activity" : 0 =
[
0 : "Reset"
1 : "Idle"
2 : "Guard"
3 : "Walk"
4 : "Run"
5 : "Fly"
6 : "Swim"
7 : "Hop"
8 : "Leap"
9 : "Fall"
10 : "Land"
11 : "Strafe Left"
12 : "Strafe Right"
13 : "Roll Left"
14 : "Roll Right"
15 : "Turn Left"
16 : "Turn Right"
17 : "Crouch"
18 : "Crouch Idle"
19 : "Stand"
20 : "Use"
21 : "Signal 1"
22 : "Signal 2"
23 : "Signal 3"
24 : "Twitch"
25 : "Cower"
26 : "Small Flinch"
27 : "Big Flinch"
28 : "Range Attack 1"
29 : "Range Attack 2"
30 : "Melee Attack 1"
31 : "Melee Attack 2"
32 : "Reload"
33 : "Arm"
34 : "Disarm"
35 : "Eat"
36 : "Die Simple"
37 : "Die Backward"
38 : "Die Forward"
39 : "Die Violent"
40 : "Barnacle Hit"
41 : "Barnacle Pull"
42 : "Barnacle Chomp"
43 : "Barnacle Chew"
44 : "Sleep"
45 : "Inspect Floor"
46 : "Inspect Wall"
47 : "Idle Angry"
48 : "Walk Hurt"
49 : "Run Hurt"
50 : "Hover"
51 : "Glide"
52 : "Fly Left"
53 : "Fly Right"
54 : "Detect Scent"
55 : "Sniff"
56 : "Bite"
57 : "Threat Display"
58 : "Fear Display"
59 : "Excited"
60 : "Special Attack 1"
61 : "Special Attack 2"
62 : "Combat Idle"
63 : "Walk Scared"
64 : "Run Scared"
65 : "Victory Dance"
66 : "Die Headshot"
67 : "Die Chestshot"
68 : "Die Gutshot"
69 : "Die Backshot"
70 : "Flinch Head"
71 : "Flinch Stomach"
72 : "Flinch Left Arm"
73 : "Flinch Right Arm"
74 : "Flinch Left Leg"
75 : "Flinch Right Leg"
]
]
@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
[
movewith(target_destination) : "Moves with"
]
@BaseClass = Master
[
//* To invert the master relationship (that is, to disable this entity whenever the master is on),
//* add a tilde (~) at the start of the master's name.
master(string) : "Master"
]
@BaseClass = DoDCam [
zoomlevel(integer): "Zoom FOV (scope=20, binoc=50, normal=90)" : 110
cam_overlay(choices) : "dod_camera View" : 3 =
[
0: "normal"
1: "Scope (20)"
2: "Binoculars (50)"
3: "Widescreen (110)"
]
cam_fade(choices) : "dod_camera Fade" : 0 =
[
0: "normal"
1: "black (instant fade out)"
2: "fast fade out (2 sec)"
3: "fast fade in (2 sec)"
4: "slow fade out (4 sec)"
5: "slow fade in (4 sec)"
]
subtitle(integer) :"Subtitle" : 0
]
@BaseClass = CPMaster
[
spawn_cp_master(string) : "Master Control Point " : ""
spawn_cp_neutral(choices) : "Active if neutral?" : 0 =
[
0 : "No"
1 : "Yes"
]
spawn_cp_incontrol(choices) : "Active if in control?" : 0 =
[
0 : "No"
1 : "Yes"
]
spawn_cp_notincontrol(choices) : "Active if not in control?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Angles) = Weapon []
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles) = PlayerClass []
@BaseClass size(-16 -16 -16, 16 16 16) base(Targetname, Angles, MoveWith) = gibshooterbase
[
m_iGibs(integer) : "Number of Gibs" : 3
delay(string) : "Delay between shots" : "0"
m_flVelocity(integer) : "Gib Velocity" : 200
m_flVariance(string) : "Course Variance" : "0.15"
m_flGibLife(string) : "Gib Life" : "4"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 128 200"
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
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)"
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"
]
m_iTurnOnTime(integer) : "Time taken to turn on (secs)" : 0
// 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"
]
m_iTurnOffTime(integer) : "Time taken to turn off (secs)" : 0
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"
]
_fade(integer) : "Fade (ZHLT Only)"
_falloff(integer) : "Falloff 1-2 (ZHLT Only)"
]
@BaseClass base(Targetname) = Breakable
[
target(target_destination) : "Target on break"
health(integer) : "Strength" : 1
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"
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
[
0: "Normal"
1: "Embedded Fix"
2: "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
6: "ConcaveFix (6)"
]
]
@BaseClass base(Targetname, RenderFields, Angles, MoveWith, Master) = Door
[
killtarget(target_destination) : "KillTarget"
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)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
// -----------------------------------------------------------------
// 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"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
// -----------------------------------------------------------------
// 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(integer) : "delay before close, -1 stay open " : 4
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
// -----------------------------------------------------------------
// This delay only applies to the Target, not the Fire on Open/Close
// fields.
// -----------------------------------------------------------------
target(target_destination) : "Target"
delay(integer) : "Delay before fire"
netname(string) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
//DoD - AXIS
TeamDoors(choices) : "Team Specific Door" : 0 =
[
0: "Both Teams"
1: "Allies Only"
2: "Axis Only"
]
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
256:"Use Only" : 0
1024: "Force Touchable" : 0
// -----------------------------------------------------------------
// A synchronised door is different from an unsynchronised door in
// two ways:
// Firstly it'll trigger its targets as soon as it starts to
// move, instead of waiting until it finishes moving.
// Secondly, instead of sending USE_TOGGLE, it sends USE_ON
// and USE_OFF as appropriate. It also responds appropriately
// to USE_ON and USE_OFF.
// The main function for synchronised doors is as double doors;
// that is, make two synchronised doors which target each other,
// and the doors will then open and close as one. This flag
// should probably be split into two, but I've run out of flags
// to use. :(
// -----------------------------------------------------------------
2048: "Synch movement" : 0
]
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
]
@BaseClass base(Targetname, Target, RenderFields, Angles, MoveWith, Master) = BaseTank
[
spawnflags(flags) =
[
1 : "Active" : 0
16: "Line of Sight" : 0
32: "Controllable" : 0
64: "Laser Spot" : 0
128: "Match Target" : 1
]
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"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing persistence" : "1"
firespread(choices) : "Bullet accuracy" : 0 =
[
0: "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
_minlight(string) : "Minimum light level"
m_iClass(choices) : "Behave as" : 0 =
[
0 : "Normal"
//* Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
14 : "Allied Friendly"
//* Likes Allied players, hates everyone else
15: "Axis Friendly"
//* Like Axis players, hates everyone else
]
]
@BaseClass = PlatSounds
[
movesnd(choices) : "Move Sound" : 0 =
[
0: "No Sound"
1: "big elev 1"
2: "big elev 2"
3: "tech elev 1"
4: "tech elev 2"
5: "tech elev 3"
6: "freight elev 1"
7: "freight elev 2"
8: "heavy elev"
9: "rack elev"
10: "rail elev"
11: "squeek elev"
12: "odd elev 1"
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : 0 =
[
0: "No Sound"
1: "big elev stop1"
2: "big elev stop2"
3: "freight elev stop"
4: "heavy elev stop"
5: "rack stop"
6: "rail stop"
7: "squeek stop"
8: "quick stop"
]
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
]
@BaseClass base(Targetname, RenderFields, PlatSounds) = Trackchange
[
height(integer) : "Travel altitude" : 0
spawnflags(flags) =
[
1: "Auto Activate train" : 0
2: "Relink track" : 0
8: "Start at Bottom" : 0
16: "Rotate Only" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
rotation(integer) : "Spin amount" : 0
train(target_destination) : "Train to switch"
toptrack(target_destination) : "Top track"
bottomtrack(target_destination) : "Bottom track"
speed(integer) : "Move/Rotate speed" : 0
]
@BaseClass base(Target, Targetname, MoveWith) = Trigger
[
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
style(integer) : "Style" : 32
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
delay(string) : "Delay before trigger" : "0"
message(string) : "Message (set sound too)"
spawnflags(flags) =
[
4: "Pushables": 0
]
]
@BaseClass = ZhltLightFlags
[
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
[
0: "Normal"
1: "Embedded Fix"
2: "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
6: "ConcaveFix (6)"
]
light_origin(string) : "Light Origin (Zhlt 2.2+)"
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@BaseClass base(Targetname, Angles, RenderFields) color(0 200 200) = Monster
[
target(string) : "Patrol Path"
//* 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"
]
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
//* 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
//* Prevents the monster from attacking the player. The monster's relationships with
//* other monsters won't change. (If you set "behaves as" to Scientist or Barney, this
//* flag will make the monster attack the player.)
2048: "Player Ally" : 0
]
]
@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"
//* The sentence to speak when refusing to follow the player
RefusalSentence(String) : "Refusal Sentence"
//* While locked by the master, this monster will refuse to follow the player.
master(String) : "Master (prevents following)"
//* 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).
SpeakAs(string) : "Speech Group"
spawnflags(Flags) =
[
//* Unless given a Master, a pre-disaster monster will refuse to follow the player.
256: "Pre-Disaster" : 0
//* Makes the monster attack the player. The monster's relationships with
//* other monsters won't change. (If you set "behaves as" to a class which usually
//* attacks the player, this flag will instead prevent the monster from attacking.)
2048: "Attacks Player" : 0
]
]
// ===================================================================================================
// DoD specific entities
// ===================================================================================================
@PointClass base(Targetx, Targetname, DoDCam) iconsprite("sprites/DoD/TriggerCamera.spr") = dod_camera : "DoD Camera"
[
wait(integer) : "Hold time" : 10
triggerstart(string) : "Trigger on start" : ""
triggerend(string) : "Trigger on end" : ""
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
teambound(choices) : "Team that is bound to" : 3 = [
1 : "Allies"
2 : "Axis"
3 : "Both"
]
]
@PointClass base(Targetname,Target, MoveWith) iconsprite("sprites/DoD/Enigma.spr") = dod_object : "Object Objective"
[
model(studio) : "Model" : "models/Tnt.mdl"
object_name(string) : "Objects Name" : ""
object_owner(choices) : "Team that can pick up" : 0 =
[
0 : "Both"
1 : "Allies"
2 : "Axis"
]
object_group(string) : "Group Name" : ""
object_takesound(sound) : "Sound when taken"
object_capsound(sound) : "Sound when captured"
object_dropsound(sound) : "Sound when dropped"
object_returnsound(sound) : "Sound when returned"
object_carryspeed(string) : "Carry speed (this*speed)" : "0.5"
object_resetontouch(choices) : "Reset on touch" : 1 =
[
0 : "No"
1 : "Yes"
]
object_resettime(integer) : "Reset time (secs, max. 600)" : 60
object_cappoints(integer) : "Points to capturer" : 10
object_otherpoints(integer) : "Points for teammates" : 5
object_donetarget(string) : "Target When Complete" : ""
object_player_sprite(sprite) : "Sprite to show above player if carried" : "sprites/obj_tnt_sm.spr"
object_hud_sprite(sprite) : "Sprite to show on HUD if carried" : "sprites/obj_tnt.spr"
master(string) : "Master"
spawnflags(flags) =
[
1 : "Report pickups and Drops" : 0
]
]
// Capture points
@SolidClass base(Targetname,Target, MoveWith) = dod_object_goal : "Object Capturepoint"
[
spawnflags(flags) =
[
1 : "Dont Multicap" : 0
2 : "Cap once per round" : 0
]
capobj_group(string) : "Group Name" : ""
capobj_donetarget(string) : "Target When Complete" : ""
capobj_hud_sprite(sprite) : "Sprite to show on HUD if in zone without object" : "sprites/obj_tnt.spr"
master(string) : "Master"
]
// Scoring events
@PointClass base(Targetname,Target) iconsprite("sprites/DoD/PrimaryScore.spr") = dod_score_ent : "Used for done sequences"
[
team(choices) : "For Team" : 0 =
[
0 : "Both"
1 : "Allies"
2 : "Axis"
]
score_points(integer) : "Points" : 10
score_resetitemtime(integer) : "Reset Items Time (0 = none)" : 3
score_resetplayerstime(integer) : "Reset Players Time (0 = none)" : 3
noise(string) : "Reset Group (blank for all)" : ""
noise2(choices) : "End game?" : 0 =
[
0 : "No"
1 : "Yes"
]
message(string) : "Message" : ""
score_nextmap(string) : "Move to Next Map" : ""
score_nextmapdelay(integer) : "Change level delay ( 0 = none )" : 3
]
// Territorial Control Objectives - by Mugsy
@PointClass base(Targetname,Target) iconsprite("sprites/DoD/ControlPointMaster.spr") = dod_control_point_master : "Control Point Master"
[
point_give_delay_time(integer) : "Time between point gives ( seconds )" : 20
allies_capture_target(string) : "Target when allies capture" : ""
axis_capture_target(string) : "Target when axis capture" : ""
master(string) : "Master" : ""
cpm_group(string) : "Group Name" : ""
]
@PointClass base(MoveWith,Master) iconsprite("sprites/DoD/ControlPoint.spr") = dod_location : "Location"
[
location_name(string) : "Name of this location" : ""
]
@PointClass studio("models/mapmodels/flags.mdl") base(Targetname,Target,MoveWith) iconsprite("sprites/DoD/ControlPoint.spr") = dod_control_point : "Control Point"
[
spawnflags(flags) =
[
1: "Hide Control Point on HUD" : 0
]
point_name(string) : "Control Point Name" : "a control point"
point_can_allies_touch(choices) : "Can Allies Touch This Point?" : 0 =
[
0 : "Yes"
1 : "No"
]
point_can_axis_touch(choices) : "Can Axis Touch This Point?" : 0 =
[
0 : "Yes"
1 : "No"
]
point_pointvalue(integer) : "Time based points value" : 1
point_points_for_cap(integer) : "Points given to capturer" : 1
point_team_points(integer) : "Points given to Team" : 0
point_default_owner(choices) : "Default Owner of the control point" : 0 =
[
0 : "Neither"
1 : "Allies"
2 : "Axis"
]
point_axis_capsound(sound) : "Sound Made when Axis captures" : ""
point_allies_capsound(sound) : "Sound Made when Allies captures" : ""
point_resetsound(sound) : "Sound Made when point resets" : ""
point_allies_model(string) : "Model when allies capture" : "models/w_aflag.mdl"
point_allies_model_bodygroup(integer) : "Allies model bodygroup" : 0
point_axis_model(string) : "Model when axis capture" : "models/w_gflag.mdl"
point_axis_model_bodygroup(integer) : "Axis model bodygroup" : 0
point_reset_model(string) : "Model when point reset" : "models/w_wflag.mdl"
point_reset_model_bodygroup(integer) : "Reset model bodygroup" : 0
point_hud_icon_neutral(choices) : "Hud icon when noone owns point" : 0 = [
0 : "Neutral Flag"
3 : "Neutral Artillery"
6 : "Neutral Bridge"
9 : "Neutral Radio"
12 : "Neutral Docs"
15 : "Neutral Truck"
18 : "Neutral Custom1"
21 : "Neutral Custom2"
24 : "Neutral Custom3"
28 : "Neutral Custom4"
31 : "Neutral Custom5"
34 : "Neutral Custom6"
]
point_hud_icon_axis(choices) : "Hud icon when Axis own point" : 0 = [
2 : "Axis Flag"
5 : "Axis Artillery"
8 : "Axis Bridge"
11 : "Axis Radio"
14 : "Axis Docs"
17 : "Axis Truck"
20 : "Axis Custom1"
23 : "Axis Custom2"
26 : "Axis Custom3"
30 : "Axis Custom4"
33 : "Axis Custom5"
36 : "Axis Custom6"
]
point_hud_icon_allies(choices) : "Hud icon when Allies own point" : 0 = [
1 : "Allied Flag"
4 : "Allied Artillery"
7 : "Allied Bridge"
10 : "Allied Radio"
13 : "Allied Docs"
16 : "Allied Truck"
19 : "Allied Custom1"
22 : "Allied Custom2"
25 : "Allied Custom3"
27 : "British Flag"
29 : "Allied Custom4"
32 : "Allied Custom5"
35 : "Allied Custom6"
]
point_allies_target(string) : "Target when allies capture" : ""
point_axis_target(string) : "Target when axis capture" : ""
point_reset_target(string) : "Target when point reset" : ""
point_win_string(string) : "String to Show when capped (vars)" : ""
point_group(string) : "Group Name" : ""
master(string) : "Master" : ""
point_index(integer) : "Index of this point ( unique )" : -1
point_allies_win_string(string) : "Localized Allies Cap String" : ""
point_axis_win_string(string) : "Localized Axis Cap String" : ""
]
@SolidClass base(Targetname,Target,MoveWith,Master) = dod_trigger_sandbag : "Sandbag Trigger"
[
sandbag_range(integer) : "Degrees in either direction" : 15
]
@SolidClass base(Targetname,Target,MoveWith,Master) = dod_capture_area : "Capture Area"
[
area_allies_cancap(choices) : "Can Allies Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_axis_cancap(choices) : "Can Axis Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_allies_numcap(integer) : "Number of Allies to cap" : 1
area_axis_numcap(integer) : "Number of Axis to cap" : 1
area_time_to_cap(integer) : "Time to cap (sec)" : 5
area_allies_startcap(string) : "Target when allies start capture" : ""
area_allies_breakcap(string) : "Target when allies cap is broken" : ""
area_allies_endcap(string) : "Target when allies complete capture" : ""
area_axis_startcap(string) : "Target when axis start capture" : ""
area_axis_breakcap(string) : "Target when axis cap is broken" : ""
area_axis_endcap(string) : "Target when axis complete capture" : ""
area_hud_sprite(sprite) : "Sprite to show on HUD" : ""
area_object_group(string) : "Requires Object from this group:" : ""
]
// ammo_depot_teams(choices) : "Depot works for which teams" : 6 =
// [
// 2 : "Allies Only"
// 4 : "Axis Only"
// 6 : "Both Teams"
// ]
// master(string) : "Master"
// ]
@PointClass base(Master) = info_doddetect : "DoD Gamerules"
[
detect_allies_infinite(choices) : "Give Allie team infinite respawns" : 1 = [
2 : "No"
1 : "Yes"
]
detect_axis_infinite(choices) : "Give Axis team infinite respawns" : 1 = [
2 : "No"
1 : "Yes"
]
detect_axis_paras(choices) : "Make Axis team paratroopers" : 0 = [
0 : "No"
1 : "Yes"
]
detect_allies_paras(choices) : "Make Allie team paratroopers" : 0 = [
0 : "No"
1 : "Yes"
]
detect_allies_country(choices) : "Country for Allied team" : 0 = [
0 : "United States"
1 : "British"
]
detect_points_axiseliminated(integer) : "Points given for wiping out Axis team": 5
detect_points_allieseliminated(integer) : "Points given for wiping out Allies team": 5
detect_target_allieseliminated(string) : "Target when allies are eliminated" : ""
detect_target_axiseliminated(string) : "Target when axis are eliminated" : ""
detect_use_timer(choices) : "Use built-in timer?" : 0 = [
0 : "No"
1 : "Yes"
]
detect_target_timerexpired(string) : "Target when the built-in timer expires" : ""
detect_timer_team(choices) : "Which team wins when timer expires" : 0 = [
0 : "Neither"
1 : "Allies"
2 : "Axis"
]
detect_points_timerexpired(integer) : "Points given when timer expires": 5
detect_allies_respawnfactor(string) : "Allies Respawn delay factor" : "1.0"
detect_axis_respawnfactor(string) : "Axis Respawn delay factor" : "1.0"
detect_wind_velocity_x(string) : "Wind X velocity" : "0.0"
detect_wind_velocity_y(string) : "Wind X velocity" : "0.0"
detect_weather_type(choices) : "Weather Type" : 0 = [
0 : "None"
1 : "Rain"
2 : "Snow"
]
]
@PointClass base(Targetname,Target) iconsprite("sprites/DoD/PointRelay.spr") = dod_point_relay : "Capture Relay"
[
dod_relay_team(choices) : "Relay triggers point with which team" : 1 =
[
1 : "Allies"
2 : "Axis"
0 : "Reset Point"
]
]
@PointClass base(Targetname,Target) iconsprite("sprites/DoD/RoundTimer.spr") = dod_round_timer : "DoD Timer"
[
spawnflags(flags) =
[
1 : "Shown On HUD" : 1
2 : "Start Off" : 0
]
master(string) : "Master"
round_timer_length(integer): "Timer Length( in seconds )" : 60
]
@PointClass studio("models/player/allies-inf/allies-inf.mdl") base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(0 255 0) = info_player_allies : "Allies team start"
[
]
@PointClass studio("models/player/axis-inf/axis-inf.mdl") base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(255 0 0) = info_player_axis : "Axis team start"
[
]
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(0 0 255) iconsprite("sprites/DoD/ObserverStart.spr") = info_player_observer : "Observer start"
[
]
// ===================================================================================================
@PointClass base(Targetname) iconsprite("sprites/DoD/AmbientGeneric.spr") = ambient_generic : "Universal Ambient"
[
message(sound) : "Path/filename.wav of WAV"
health(integer) : "Volume (10 = loudest)" : 10
preset(choices) :"Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in"
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
spawnflags(flags) =
[
1: "Play Everywhere" : 0
2: "Small Radius" : 0
4: "Medium Radius" : 1
8: "Large Radius" : 0
16:"Start Silent":0
32:"Is NOT Looped":0
]
]
@PointClass base(Targetname, Angles) iconsprite("sprites/DoD/CyclerSprite.spr") = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/fire.spr"
scale(integer) : "Scale" : 1
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
//
// Environmental effects
//
@PointClass base(Targetname) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]
@PointClass studio() base(Targetname, Angles, MoveWith, RenderFields) = env_model : "New alternative to cyclers"
[
model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
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
]
]
// ------------------------------------------------------------------------------------------
// 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.
// FROM SPIRIT
// ------------------------------------------------------------------------------------------
@SolidClass base(Targetname) = 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_burstSize(integer) : "Number of drips (per update)" : 2
//* If 0, no updates; all the beams will appear as soon as it's created.
//* Each beam lasts for three updates.
m_flUpdateTime(string) : "Time between updates" : "0.5"
texture(sprite) : "Drip Sprite" : "sprites/rain.spr"
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
Radius(integer) : "Radius" : 256
life(string) : "Life (seconds 0 = infinite)" : "1"
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "1"
damage(string) : "Damage / second" : "0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Toggle" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Shade Start" : 0
256: "Shade End" : 0
]
]
@PointClass base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = env_beverage : "Beverage Dispenser"
[
health(integer) : "Capacity" : 10
skin(choices) : "Beverage Type" : 0 =
[
0 : "Coca-Cola"
1 : "Sprite"
2 : "Diet Coke"
3 : "Orange"
4 : "Surge"
5 : "Moxie"
6 : "Random"
]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : "Blood Effects"
[
color(choices) : "Blood Color" : 0 =
[
0 : "Red (Human)"
]
amount(string) : "Amount of blood (damage to simulate)" : "100"
spawnflags(flags) =
[
1: "Random Direction" : 0
2: "Blood Stream" : 0
4: "On Player" : 0
8: "Spray decals" : 0
]
]
@SolidClass base(Targetname) = env_bubbles : "Bubble Volume"
[
density(integer) : "Bubble density" : 2
frequency(integer) : "Bubble frequency" : 2
current(integer) : "Speed of Current" : 0
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_explosion : "Explosion"
[
iMagnitude(Integer) : "Magnitude" : 100
spawnflags(flags) =
[
1: "No Damage" : 0
2: "Repeatable" : 0
4: "No Fireball" : 0
8: "No Smoke" : 0
16: "No Decal" : 0
32: "No Sparks" : 0
]
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
[
spawnflags(flags) =
[
1: "Reverse" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/DoD/EnvGlobal.spr") color(255 255 128) = env_global : "Global State"
[
globalstate(string) : "Global State to Set"
triggermode(choices) : "Trigger Mode" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
3 : "Toggle"
]
initialstate(choices) : "Initial State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Dead"
]
spawnflags(flags) =
[
1 : "Set Initial State" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields, MoveWith) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze"
[
model(sprite) : "model" : "sprites/glow01.spr"
scale(integer) : "Sprite Scale" : 1
]
@PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect"
[
LaserTarget(target_destination) : "Target of Laser"
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "0 0 0"
width(integer) : "Width of beam (pixels*0.1 0-255)" : 20
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
EndSprite(sprite) : "End Sprite" : ""
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framestart(integer) : "Starting Frame" : 0
damage(string) : "Damage / second" : "100"
spawnflags(flags) =
[
1 : "Start On" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
]
]
@PointClass base(Targetname, Target) = env_message : "HUD Text Message"
[
message(string) : "Message Name"
spawnflags(flags) =
[
1: "Play Once" : 0
2: "All Clients" : 0
4: "Allies Only" : 0
8: "Axis Only" : 0
16: "Allied Player Only" : 0
32: "Axis Player Only" : 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"
]
master(string) : "Master"
hintmsg(Choices) : "Draw as Hint Message" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls"
[
spawnflags(flags) =
[
1: "No Renderfx" : 0
2: "No Renderamt" : 0
4: "No Rendermode" : 0
8: "No Rendercolor" : 0
]
]
@PointClass base(Targetname) = env_shake : "Screen Shake"
[
spawnflags(flags) =
[
1: "GlobalShake" : 0
]
amplitude(string) : "Amplitude 0-16" : "4"
radius(string) : "Effect radius" : "500"
duration(string) : "Duration (seconds)" : "1"
frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5"
]
@PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter"
[
shootmodel(studio) : "Model" : ""
shootsounds(choices) :"Material Sound" : -1 =
[
-1: "None"
0: "Glass"
1: "Wood"
2: "Metal"
3: "Flesh"
4: "Concrete"
]
scale(string) : "Gib Scale" : ""
skin(integer) : "Gib Skin" : 0
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_rocketshooter : "Rocket Shooter"
[
rockettype(choices) :"Rocket Type" : 0 =
[
0 : "Bazooka Shell"
1 : "Piat Shell"
2 : "Pschreck Shell"
]
firedelay(string) : "Delay Between Shots" : "0.5"
aimvariance(string) : "Aim Variance" : "0.05"
numrockets(integer) : "Shots per Volley" : 1
]
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_smoker : "Smoke"
[
health(integer) : "Strength" : 1
scale(integer) : "Smoke Scale" : 1
]
@PointClass iconsprite("sprites/DoD/EnvSound.spr") = env_sound : "DSP Sound"
[
radius(integer) : "Radius" : 128
roomtype(Choices) : "Room Type" : 0 =
[
0 : "Normal (off)"
1 : "Generic"
2 : "Metal Small"
3 : "Metal Medium"
4 : "Metal Large"
5 : "Tunnel Small"
6 : "Tunnel Medium"
7 : "Tunnel Large"
8 : "Chamber Small"
9 : "Chamber Medium"
10: "Chamber Large"
11: "Bright Small"
12: "Bright Medium"
13: "Bright Large"
14: "Water 1"
15: "Water 2"
16: "Water 3"
17: "Concrete Small"
18: "Concrete Medium"
19: "Concrete Large"
20: "Big 1"
21: "Big 2"
22: "Big 3"
23: "Cavern Small"
24: "Cavern Medium"
25: "Cavern Large"
26: "Weirdo 1"
27: "Weirdo 2"
28: "Weirdo 3"
]
]
@PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/DoD/EnvSpark.spr") = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass sprite() base(Targetname, RenderFields, Angles, MoveWith) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/glow01.spr"
scale(integer) : "Scale" : 1
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
]
//* 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"
[
//* This entity will be fired (using whatever action you've specified) both when the env_state turns on, and when it turns off.
target(target_destination) : "Target (always)"
noise1(target_destination) : "Target (when on)"
noise2(target_destination) : "Target (when off)"
turnontime(string) : "Time taken to turn on" : 0
turnofftime(string) : "Time taken to turn off" : 0
onmode(choices) : "Action when turned on" : 0 =
[
0 : "Send Toggle"
1 : "Send On"
2 : "Send Off"
3 : "Send Kill"
4 : "Do nothing"
]
offmode(choices) : "Action when turned off" : 0 =
[
0 : "Send Toggle"
1 : "Send On"
2 : "Send Off"
3 : "Send Kill"
4 : "Do nothing"
]
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
]
]
//
// game entities (requires Half-Life 1.0.0.9)
//
@PointClass base(Targetname, Targetx) iconsprite("sprites/DoD/GameCounter.spr") = game_counter : "Fires when it hits limit"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
2: "Reset On fire" : 1
]
master(string) : "Master"
frags(integer) : "Initial Value" : 0
health(integer) : "Limit Value" : 10
]
@PointClass base(Targetname, Target) iconsprite("sprites/DoD/GameCounterSet.spr") = game_counter_set : "Sets a game_counter"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
frags(integer) : "New Value" : 10
]
@PointClass base(Targetname) iconsprite("sprites/DoD/GameEnd.spr") = game_end : "End this multiplayer game"
[
master(string) : "Master"
]
@PointClass base(Targetname) iconsprite("sprites/DoD/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname) iconsprite("sprites/DoD/GamePlayerTeam.spr") = game_player_team : "Allows player to change teams"
[
spawnflags(flags) =
[
1 : "Remove On fire" : 0
2 : "Kill Player" : 0
4 : "Gib Player" : 0
]
target(string) : "game_team_master to use"
master(string) : "Master"
]
@PointClass base(Targetname) iconsprite("sprites/DoD/GameScore.spr") = game_score : "Award/Deduct Points"
[
spawnflags(flags) =
[
1: "Allow Negative" : 0
2: "Team Points" : 0
]
points(integer) : "Points to add (+/-)" : 1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/DoD/GameTeamMaster.spr") = game_team_master : "Team based master/relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
teamindex(integer) : "Team Index (-1 = no team)" : -1
master(string) : "Master"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/DoD/GameTeamSet.spr") = game_team_set : "Sets team of team_master"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
master(string) : "Master"
]
@PointClass base(Targetname, Target) iconsprite("sprites/DoD/GameText.spr") = game_text : "HUD Text Message"
[
spawnflags(flags) =
[
1: "All Players" : 0
4: "Allies Only" : 0
8: "Axis Only" : 0
16: "Allied Player Only" : 0
32: "Axis Player Only" : 0
]
message(string) : "Message Text"
x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
effect(Choices) : "Text Effect" : 0 =
[
0 : "Fade In/Out"
1 : "Credits"
2 : "Scan Out"
]
color(color255) : "Color1" : "100 100 100"
color2(color255) : "Color2" : "240 110 0"
fadein(string) : "Fade in Time (or character scan time)" : "1.5"
fadeout(string) : "Fade Out Time" : "0.5"
holdtime(string) : "Hold Time" : "1.2"
fxtime(string) : "Scan time (scan effect only)" : "0.25"
channel(choices) : "Text Channel" : 1 =
[
1 : "Channel 1"
2 : "Channel 2"
3 : "Channel 3"
4 : "Channel 4"
]
master(string) : "Master"
]
@SolidClass base(Targetname) = game_zone_player : "Player Zone brush"
[
spawnflags(flags) =
[
1: "Ignore Allies" : 0
2: "Ignore Axis" : 0
]
intarget(target_destination) : "Target for IN players"
outtarget(target_destination) : "Target for OUT players"
incount(target_destination) : "Counter for IN players"
outcount(target_destination) : "Counter for OUT players"
master(string) : "Master"
]
//
// Info entities
//
//* 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 @func_trigger field targetting "*myalias", so that when you walk through the func_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...
//* This is a very powerful entity, but is probably only useful for experienced mappers. Use with caution.
@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
]
]
// ------------------------------------------------------------------------------------------------------------
// An info_group acts similarly to an @info_alias, except that it has several "members" which are are accessed
// by '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.
// This is a very powerful entity, but is probably only useful for experienced mappers. Use with caution.
// ------------------------------------------------------------------------------------------------------------
@PointClass base(Targetname) = info_group : "Entity Group"
[
target(string) : "Alias to change when fired"
spawnflags(flags) =
[
2 : "Debug Mode" : 0
]
]
@PointClass base(Targetname) iconsprite("sprites/DoD/EnvTarget.spr") = info_null : "info_null (spotlight target)" []
@PointClass base(Targetname, MoveWith) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/DoD/EnvTarget.spr") = info_target : "Beam Target" []
@PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
@PointClass decal() base(Targetname) = infodecal : "Decal"
[
texture(decal)
]
//
// Light entities
//
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light) = light : "Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass base(Angles) iconsprite("sprites/DoD/LightEnvironment.spr") = light_environment : "Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
_diffuse_light(color255) : "Diffuse Brightness" : "128 255 255 200"
]
@PointClass base(Targetname, Target, Angles) iconsprite("sprites/DoD/LightSpot.spr") = light_spot : "Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "255 255 128 200"
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
]
// ------------------------------------------------------------------------------------------------------------
// 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" []
// ------------------------------------------------------------------------------------------------------------
// 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 in any state but ON, the manager will ignore
// all signals. This won't prevent it from continuing a sequence that started while the master
// was ON, but it will prevent a new sequence from starting.
// ------------------------------------------------------------------------------------------------------------
@PointClass base(Targetname, Master) iconsprite("sprites/DoD/multi_manager.spr") = multi_manager : "MultiTarget Manager"
[
//* 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"
//* 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)"
//* Message sent to the targets. There's no way (currently) to have a different message be sent to
//* each target.
triggerstate(choices) : "Trigger to send" =
[
0: "Toggle"
1: "On"
2: "Off"
3: "Kill"
//* If you select this, the manager will send on whatever triggers it received itself.
//* So this is a way to "fork" the signal sent by another entity.
4: "Same as input"
]
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"
]
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
//* When the sequence ends, start again from the beginning. You can stop the
//* loop by toggling the manager a second time.
2 : "Loop" : 0
//* The manager will USE_KILL itself when the sequence is complete.
//* In loop mode, the manager will only USE_KILL itself when told to stop the loop.
3 : "Once only" : 0
]
]
// ------------------------------------------------------------------------------------------------------------
// 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 iconsprite("sprites/multiwatcher.spr") 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, Target) iconsprite("sprites/DoD/MultiSource.spr") = multisource : "Multisource"
[
globalstate(string) : "Global State Master"
]
@PointClass base(Targetname, Angles, DoDCam) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop"
[
target(target_destination) : "Next stop target"
speed(integer) : "New Train Speed" : 0
yaw_speed(integer) : "New Train rot. Speed" : 0
spawnflags(Flags) =
[
1: "Wait for retrigger" : 0
2: "Teleport" : 0
4: "Fire once" : 0
]
message(target_destination) : "Fire On Pass"
wait(integer) : "Wait here (secs)" : 0
]
@PointClass base(Targetname) size(16 16 16) = path_track : "Train Track Path"
[
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
target(target_destination) : "Next stop target"
message(target_destination) : "Fire On Pass"
altpath(target_destination) : "Branch Path"
netname(target_destination) : "Fire on dead end"
speed(integer) : "New Train Speed" : 0
]
@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/DoD/PlayerWeaponStrip.spr") = player_weaponstrip : "Strips player's weapons" []
//
// Trigger entities
//
@PointClass base(Targetx) iconsprite("sprites/DoD/TriggerAuto.spr") = trigger_auto : "AutoTrigger"
[
spawnflags(Flags) =
[
1 : "Remove On fire" : 1
512 : "Trigger at every round start" : 1
]
triggerstate(choices) : "Trigger State" : 0 =
[
0 : "Off"
1 : "On"
2 : "Toggle"
]
]
@PointClass base(Targetx, Targetname) iconsprite("sprites/DoD/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 10
moveto(string) : "Path Corner"
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
]
speed(string) : "Initial Speed" : "0"
acceleration(string) : "Acceleration units/sec^2" : "500"
deceleration(string) : "Stop Deceleration units/sec^2" : "500"
]
//* This is a very powerful entity, but is probably only useful for experienced mappers. Use with caution.
@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
]
]
@PointClass base(Targetx, Targetname) iconsprite("sprites/DoD/TriggerChangetarget.spr") = trigger_changetarget : "Trigger Change Target"
[
m_iszNewTarget(string) : "New Target"
]
@SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
master(string) : "Master"
count(integer) : "Count before activation" : 2
]
@SolidClass base(Targetname,Target,MoveWith) = trigger_hurt : "Trigger player hurt"
[
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
64:"DontHurtAllies" : 0
128:"DontHurtAxis" : 0
]
master(string) : "Master"
dmg(integer) : "Damage" : 10
delay(string) : "Delay before trigger" : "0"
damagetype(choices) : "Damage Type" : 0 =
[
0 : "GENERIC"
1 : "CRUSH"
2 : "BULLET"
4 : "SLASH"
8 : "BURN"
16 : "FREEZE"
32 : "FALL"
64 : "BLAST"
128 : "CLUB"
256 : "SHOCK"
512 : "SONIC"
1024 : "ENERGYBEAM"
16384: "DROWN"
32768 : "PARALYSE"
65536 : "NERVEGAS"
131072 : "POISON"
262144 : "RADIATION"
524288 : "DROWNRECOVER"
1048576 : "CHEMICAL"
2097152 : "SLOWBURN"
4194304 : "SLOWFREEZE"
]
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
spawnflags(flags) =
[
512: "Reset at round restart" : 1
]
wait(integer) : "Delay before reset" : 10
teamonly (choices) : "Team Affected" : 0 =
[
0 : "Both"
1 : "Allied"
2 : "Axis"
]
]
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [
spawnflags(flags) =
[
512 : "Reset at round restart" : 1
]
teamonly (choices) : "Team Affected" : 0 =
[
0 : "Both"
1 : "Allied"
2 : "Axis"
]
]
@SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 40
]
//* Only affects dynamic lights.
@PointClass base(Targetname, Target) = trigger_lightstyle : "Trigger Change Lightstyle"
[
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_iWait(integer) : "Hold time (-1 for permanent)"
]
@PointClass base(Targetname, Targetx) iconsprite("sprites/DoD/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]
@SolidClass base(Targetname, Master) = trigger_sound : "Brush-based DSP Sound"
[
target(target_destination) : "Fire when activated"
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"
]
spawnflags(flags) =
[
//* If ticked, this entity will override the effect of a env_sound or non-Priority trigger_sound.
//* (The default is for an env_sound to override a trigger_sound.)
//* This is only usually useful if an env_sound's radius extends inside a trigger_sound,
//* or if two trigger_sounds overlap/come very close.
1: "Priority" : 0
]
]
@SolidClass base(Trigger) = trigger_gravity : "Trigger Gravity"
[
gravity(integer) : "Gravity (0-1)" : 1
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport"
[
spawnflags(flags) =
[
8: "No Allies" : 0
16: "No Axis" : 0
]
]
//
// Function entities
//
@SolidClass base(Breakable, RenderFields, ZhltLightFlags, MoveWith) = func_breakable : "Breakable Object"
[
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
8 : "Only Grenades" : 0
16 : "Allies Only" : 0
32 : "Axis Only" : 0
64 : "Object Cap Only" : 0
256 : "Bazooka or Grenades" : 0
512 : "Only Bazooka" : 0
]
_minlight(string) : "Minimum light level"
capobj_group(string) : "TnT Group Name (if used)" : ""
tnttrigger(string) : "Trigger when tnt set (if used)" : ""
tntdelay(integer) : "delay before breaking with tnt" : 3
capobj_hud_sprite(sprite) : "Sprite to show on HUD if in zone without object" : "sprites/obj_tnt.spr"
]
@SolidClass base(Targetname, RenderFields, Angles, ZhltLightFlags, MoveWith) = func_button : "Button"
[
speed(integer) : "Speed" : 5
target(target_destination) : "Targetted object"
netname(target_destination) : "Target Path"
// Path Target overrides Targetted Object
health(integer) : "Health (shootable if > 0)"
lip(integer) : "Lip"
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
11: "Buzz Off"
14: "Lightswitch"
]
wait(integer) : "delay before reset (-1 stay)" : 3
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Don't move" : 0
2:"Allies Can't activate" : 0
4:"Axis Can't activate" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
locked_sound(choices) : "Locked Sound" : 0 =
[
0: "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(RenderFields, Targetname, Angles, ZhltLightFlags) = func_conveyor : "Conveyor Belt"
[
spawnflags(flags) =
[
1 : "No Push" : 0
2 : "Not Solid" : 0
]
speed(string) : "Conveyor Speed" : "100"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Door, ZhltLightFlags) = func_door : "Basic door" []
@SolidClass base(Door, ZhltLightFlags) = func_door_rotating : "Rotating door"
[
spawnflags(flags) =
[
2 : "Reverse Dir" : 0
16: "One-way" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
distance(integer) : "Distance (deg)" : 90
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@SolidClass base(RenderFields) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]
@SolidClass base(Targetname, RenderFields, ZhltLightFlags, MoveWith) = func_illusionary : "Fake Wall/Light"
[
skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-3: "Water"
-7: "Volumetric Light"
-17: "Zero-G"
-18: "Hover-Field"
-19: "Fog effect"
]
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, MoveWith) = func_ladder : "Ladder" [
spawnflags(flags) =
[
1 : "Silent" : 0
]
]
@SolidClass base(Targetname) = func_mortar_field : "Mortar Field"
[
m_flSpread(integer) : "Spread Radius" : 64
m_iCount(integer) : "Repeat Count" : 1
m_fControl(Choices) : "Targeting" : 0 =
[
0 : "Random"
1 : "Activator"
2 : "Table"
]
m_iszXController(target_destination) : "X Controller"
m_iszYController(target_destination) : "Y Controller"
m_iDamage(integer) : "Damage" : 200
]
@SolidClass base(Targetname, RenderFields, Angles, ZhltLightFlags, MoveWith) = func_pendulum : "Swings back and forth"
[
speed(integer) : "Speed" : 100
distance(integer) : "Distance (deg)" : 90
damp(integer) : "Damping (0-1000)" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
spawnflags(flags) =
[
1: "Start ON" : 0
8: "Passable" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, RenderFields, PlatSounds, ZhltLightFlags) = 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, RenderFields, PlatSounds, Angles, ZhltLightFlags) = func_platrot : "Moving Rotating platform"
[
spawnflags(Flags) =
[
1: "Toggle" : 1
64: "X Axis" : 0
128: "Y Axis" : 0
]
speed(integer) : "Speed of rotation" : 50
height(integer) : "Travel altitude (can be negative)" : 0
rotation(integer) : "Spin amount" : 0
_minlight(string) : "Minimum light level"
]
@SolidClass base(Breakable, RenderFields, ZhltLightFlags) = func_pushable : "Pushable object"
[
size(choices) : "Hull Size" : 0 =
[
0: "Point size"
1: "Player size"
2: "Big Size"
3: "Player duck"
]
spawnflags(flags) =
[
128: "Breakable" : 0
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, Angles, ZhltLightFlags) = func_rot_button : "Rotating Button"
[
target(target_destination) : "Targetted object"
changetarget(target_destination) : "ChangeTarget Name"
master(string) : "Master"
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 21 =
[
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(string) : "Delay before trigger" : "0"
distance(integer) : "Distance (deg)" : 90
spawnflags(flags) =
[
1 : "Not solid" : 0
2 : "Reverse Dir" : 0
32: "Toggle" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
256:"Touch Activates": 0
]
_minlight(integer) : "_minlight"
]
@SolidClass base(Targetname, RenderFields, Angles, ZhltLightFlags, MoveWith) = func_rotating : "Rotating Object"
[
speed(integer) : "Rotation Speed" : 0
volume(integer) : "Volume (10 = loudest)" : 10
fanfriction(integer) : "Friction (0 - 100%)" : 20
sounds(choices) : "Fan Sounds" : 0 =
[
0 : "No Sound"
1 : "Fast Whine"
2 : "Slow Rush"
3 : "Medium Rickety"
4 : "Fast Beating"
5 : "Slow Smooth"
]
message(sound) : "WAV Name"
spawnflags(flags) =
[
1 : "Start ON" : 0
2 : "Reverse Direction" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
16: "Acc/Dcc" : 0
32: "Fan Pain" : 0
64: "Not Solid" : 0
128: "Small Radius" : 0
256: "Medium Radius" : 0
512: "Large Radius" : 1
]
_minlight(integer) : "_minlight"
spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0"
dmg(integer) : "Damage inflicted when blocked" : 0
]
@SolidClass base(BaseTank, ZhltLightFlags) = func_tank : "Brush Gun Turret"
[
bullet(choices) : "Bullets" : 0 =
[
0: "None"
1: "9mm"
2: "MP5"
3: "12mm"
]
]
@SolidClass base(MoveWith) = func_tankcontrols : "Tank controls"
[
target(target_destination) : "Tank entity name"
]
@SolidClass base(BaseTank, ZhltLightFlags) = func_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]
@SolidClass base(BaseTank, ZhltLightFlags) = func_tankrocket : "Brush Rocket Turret" []
@SolidClass base(Trackchange) = func_trackautochange : "Automatic track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Trackchange, ZhltLightFlags) = func_trackchange : "Train track changing platform"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, Angles, ZhltLightFlags) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Passable" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Rail 1"
2: "Rail 2"
3: "Rail 3"
4: "Rail 4"
5: "Rail 6"
6: "Rail 7"
]
wheels(integer) : "Distance between the wheels" : 50
height(integer) : "Height above track" : 4
startspeed(integer) : "Initial speed" : 0
speed(integer) : "Speed (units per second)" : 64
dmg(integer) : "Damage on crush" : 0
volume(integer) : "Volume (10 = loudest)" : 10
bank(string) : "Bank angle on turns" : "0"
_minlight(string) : "Minimum light level"
]
@SolidClass base(Targetname, RenderFields, ZhltLightFlags) = func_train : "Moving platform"
[
target(target_source) : "First stop target"
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"
//* plats/vehicle1.wav
14: "Medium pitch"
//* plats/vehicle2.wav
15: "High pitch"
//* plats/vehicle3.wav
16: "Low pitch"
//* plats/vehicle4.wav
17: "Really low pitch"
//* plats/vehicle6.wav
19: "Medium low rough pitch"
//* plats/vehicle7.wav
19: "Medium low rough pitch"
]
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"
//* plats/vehicle_brake1.wav
8: "screeching brakes"
]
speed(integer) : "Speed (units per second)" : 64
avelocity(string) : "Angular velocity (Y Z X)" : "0 0 0"
dmg(integer) : "Damage on crush" : 0
skin(integer) : "Contents" : 0
volume(string) : "Sound Volume 0.0 - 1.0" : "0.85"
spawnflags(flags) =
[
8 : "Not solid" : 0
16 : "Not Interruptible" : 0
]
_minlight(string) : "Minimum light level"
]
@SolidClass = func_traincontrols : "Train Controls"
[
target(target_destination) : "Train Name"
]
@SolidClass base(Targetname, RenderFields, ZhltLightFlags, MoveWith) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
]
@SolidClass base(func_wall, ZhltLightFlags) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
@SolidClass base(Door) = 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"
]
//
// Miscellaneous entities
//
@SolidClass base(Target, Angles, ZhltLightFlags) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
master(string) : "Master"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@SolidClass base(Door, ZhltLightFlags) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]
@SolidClass base(RenderFields, Targetname, Angles, ZhltLightFlags) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targetted object"
speed(integer) : "Speed" : 50
master(string) : "Master"
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
distance(integer) : "Distance (deg)" : 90
returnspeed(integer) : "Auto-return speed" : 0
spawnflags(flags) =
[
1: "Door Hack" : 0
2: "Not useable" : 0
16: "Auto Return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
]
// ----------------------------------------------------------------------------------------------------
// 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 iconsprite("sprites/watcher.spr") base(Targetname) = watcher : "State Watcher"
[
m_iszWatch(string) : "Entity to watch"
//* The watcher will revert to this state if the watched entity is missing or killed.
m_fLogic(choices) : "Default State" : 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
]
]
//
// Weapons!
//
// NOTE: Some are missing
@PointClass base(Weapon, Targetx) = weapon_30cal : "30 cal MG" []
@PointClass base(Weapon, Targetx) = weapon_amerknife : "American Knife" []
@PointClass base(Weapon, Targetx) = weapon_bar: "BAR" []
@PointClass base(Weapon, Targetx) = weapon_colt : "Colt Pistol" []
@PointClass base(Weapon, Targetx) = weapon_garand : "Garand Rifle" []
@PointClass base(Weapon, Targetx) = weapon_gerknife : "German Knife" []
@PointClass base(Weapon, Targetx) = weapon_gewehr : "KAR Sniper Rifle" []
@PointClass base(Weapon, Targetx) = weapon_greasegun : "Greasegun" []
@PointClass base(Weapon, Targetx) = weapon_kar : "KAR Rifle" []
@PointClass base(Weapon, Targetx) = weapon_luger : "Luger Pistol" []
@PointClass base(Weapon, Targetx) = weapon_m1carbine : "M1 Carbine" []
@PointClass base(Weapon, Targetx) = weapon_mg34 : "MG34" []
@PointClass base(Weapon, Targetx) = weapon_mg42 : "MG42" []
@PointClass base(Weapon, Targetx) = weapon_mp40 : "MP40" []
@PointClass base(Weapon, Targetx) = weapon_mp44: "MP44" []
@PointClass base(Weapon, Targetx) = weapon_spade: "spade" []
@PointClass base(Weapon, Targetx) = weapon_spring: "Springfield Sniper Rifle" []
@PointClass base(Weapon, Targetx) = weapon_thompson: "Thompson" []
@PointClass base(Weapon, Targetx) = weapon_bazooka: "Bazooka" []
@PointClass base(Weapon, Targetx) = weapon_pschreck: "Panzerschreck" []
@PointClass base(Weapon, Targetx) = weapon_piat: "PIAT" []
@PointClass base(Weapon, Targetx) = ammo_30cal: "30 cal Ammo" []
@PointClass base(Weapon, Targetx) = ammo_bar: "BAR Ammo" []
@PointClass base(Weapon, Targetx) = ammo_colt : "Colt Ammo" []
@PointClass base(Weapon, Targetx) = ammo_garand : "Garand Ammo" []
@PointClass base(Weapon, Targetx) = ammo_gewehr: "K98 Sniper Ammo" []
@PointClass base(Weapon, Targetx) = ammo_kar: "KAR Ammo" []
@PointClass base(Weapon, Targetx) = ammo_luger : "Luger Ammo" []
@PointClass base(Weapon, Targetx) = ammo_m1carbine : "M1 Carbine Ammo" []
@PointClass base(Weapon, Targetx) = ammo_mg34 : "MG34 Ammo" []
@PointClass base(Weapon, Targetx) = ammo_MG42 : "MG42 Ammo" []
@PointClass base(Weapon, Targetx) = ammo_mp40 : "MP40 Ammo" []
@PointClass base(Weapon, Targetx) = ammo_mp44 : "MP44 Ammo" []
@PointClass base(Weapon, Targetx) = ammo_spring : "Springfield Ammo" []
@PointClass base(Weapon, Targetx) = ammo_thompson : "Thompson Ammo" []
@PointClass base(Weapon, Targetx) = ammo_bazooka : "Bazooka Ammo" []
@PointClass base(Weapon, Targetx) = ammo_pschreck : "Panzerschreck Ammo" []
@PointClass base(Weapon, Targetx) = ammo_piat : "PIAT Ammo" []
// ===============================================================================
// CUT SCENE/SINGLE PLAYER SPECIFIC STUFF
// ===============================================================================
//* An aiscripted_sequence is almost identical to a @scripted_sequence; see the notes on that entity
//* for more details. The only real difference is that an aiscripted_sequence can leave the monster in
//* Ambush mode if you want it to, and it has higher priority. (a scripted_sequence has the same priority
//* if its "Override AI" flag is set.)
@PointClass base(Targetname, Angles, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = aiscripted_sequence : "AI Scripted Sequence"
[
//* When the animation starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
m_iszFireOnBegin(string): "Target after movement"
//* Specify either a classname (e.g. monster_barney) or a targetname to look for.
m_iszEntity(string) : "Target Monster"
//* 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. Later, when the sequence entity gets triggered, the monster will
//* play the action animation. After that it reverts to its normal AI.
m_iszIdle(string) : "Idle Animation" : ""
//* 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
// Removed m_flRepeat- it never did anything.
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 entity, then turn.
1 : "Walk"
//* Run to the entity, then turn.
2 : "Run"
//* Teleport to the entity. Also, the monster's angle will instantly change to
//* whatever is specified in its "turn type".
//* Spirit fixes a bug which used to freeze a monster when playing a script with this setting.
4 : "Instantaneous"
5 : "No - Only turn"
]
m_fTurnType(choices) : "Turn Type" : 0 =
[
//* Turn to the angle given by the sequence entity's "angle" value.
0 : "Match Angle"
//* Turn to look at the sequence entity.
1 : "Turn to face"
2 : "Don't Turn"
]
target(target_destination) : "Target to fire when done"
m_iFinishSchedule(Choices) : "AI Schedule when done" : 0 =
[
0 : "Default AI"
1 : "Ambush"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
]
]
@PointClass base(Target, Angles) size(-4 -4 -4, 4 4 4) color(0 255 0) = info_intermission : "Intermission Spot" []
@PointClass base(Targetname) = info_landmark : "Transition Landmark" []
// -----------------------------------------------------------------
// Added support for Hint Type and Activity Type selection for nodes
// Tim Holt ("Waldo")
// -----------------------------------------------------------------
@PointClass base(HintTypeChoices, ActivityTypeChoices) size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" []
// (The thing most noticeably lacking from half-life is the option to make a monster
// fire on command. So don't say I never give you anything...)
//* 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(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_action : "Scripted Action"
[
//* When the action starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
m_iszFireOnBegin(string): "Target after movement"
//* Specify either a classname (e.g. monster_barney) or a targetname to look for.
m_iszEntity(string) : "Monster to affect"
m_fMoveTo(choices) : "Move to Position" : 5 =
[
5 : "No - Only turn"
//* Don't move at all. (Turn Type will be ignored.)
0 : "No (don't turn)"
//* Walk to the entity, then turn.
1 : "Walk"
//* Run to the entity, then turn.
2 : "Run"
//* Teleport to the entity. Also, the monster's angle will instantly change to
//* whatever is specified in its "turn type".
//* Spirit fixes a bug which used to freeze a monster when playing a script with this setting.
4 : "Instantaneous"
]
m_fTurnType(choices) : "Turn Type" : 1 =
[
//* Turn to the angle given by the sequence entity's "angle" value.
0 : "Match Angle"
//* Turn to look at the "entity to attack", or at the sequence entity if no "entity to attack" is specified.
//* Most monsters won't be able to shoot directly at the "entity to attack" unless this option is selected.
1 : "Turn to face"
2 : "Don't Turn"
]
//* If blank, the monster will attack the scripted_action entity.
m_iszAttack(string) : "Entity to attack"
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"
]
//* If "Monster to affect" is a classname, the game picks a random monster of that type from within this
//* search radius.
m_flRadius(integer) : "Search Radius" : 512
spawnflags(Flags) =
[
//* Default behaviour for a scripted_action is to delete itself after finishing.
4 : "Repeatable" : 0
//* When the player shoots a monster or requests a scientist to follow him, scripts the
//* monster is playing will usually be interrupted.
32: "No Interruptions" : 0
//* 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) size(-16 -16 0, 16 16 72) color(0 0 255) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Target Monster (blank for HEV)"
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.
@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
//* When the animation starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
m_iszFireOnBegin(string): "Target after movement"
//* Specify either a classname (e.g. monster_barney) or a targetname to look for.
m_iszEntity(string) : "Target Monster"
//* 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
//* 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. Later, when the sequence entity gets triggered, the monster will
//* play the action animation. After that it reverts 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" : ""
//* 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
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 entity, then turn.
1 : "Walk"
//* Run to the entity, then turn.
2 : "Run"
//* Teleport to the entity. Also, the monster's angle will instantly change to
//* whatever is specified in its "turn type".
//* Spirit fixes a bug which used to freeze a monster when playing a script with this setting.
4 : "Instantaneous"
5 : "No - Only turn"
]
m_fTurnType(choices) : "Turn Type" : 0 =
[
//* Turn to the angle given by the sequence entity's "angle" value.
0 : "Match Angle"
//* Turn to look at the sequence entity.
1 : "Turn to face"
2 : "Don't Turn"
]
spawnflags(Flags) =
[
//* Default behaviour for a sequence is to delete itself after finishing.
4 : "Repeatable" : 0
//* If the animation includes the monster dying, don't fade the corpse afterwards.
8 : "Leave Corpse" : 0
//* If the player shoots a monster or requests a scientist/barney to follow him, any
//* scripts the monster is playing will usually be interrupted.
32: "No Interruptions" : 0
//* Unless you tick this, the monster won't play the script while in combat.
64: "Override AI" : 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
//* 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
]
]
@PointClass iconsprite("sprites/DoD/Announcement.spr") base(Targetname) = speaker : "Announcement Speaker"
[
preset(choices) :"Announcement Presets" : 0 =
[
0: "None"
1: "C1A0 Announcer"
2: "C1A1 Announcer"
3: "C1A2 Announcer"
4: "C1A3 Announcer"
5: "C1A4 Announcer"
6: "C2A1 Announcer"
7: "C2A2 Announcer"
// 8: "C2A3 Announcer"
9: "C2A4 Announcer"
// 10: "C2A5 Announcer"
11: "C3A1 Announcer"
12: "C3A2 Announcer"
]
message(string) : "Sentence Group Name"
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []
// -----------------------------------------------------------------
// EXPERIMENTAL
// -----------------------------------------------------------------
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_axis_grunt : "Axis 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 : "SquadLeader" : 0
//* Ensure the player can't take this monster's ammo or weapons.
1024: "Don't Drop Gun" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "Luger"
2 : "KAR (Light)"
4 : "MP40 (Medium)"
8 : "MP44 (Heavy)"
18 : "KAR + HG (Light)"
20 : "MP40 + HG (Med)"
24 : "MP44 + HG (Heavy)"
]
]
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_allied_grunt : "Allied 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 : "SquadLeader" : 0
//* Ensure the player can't take this monster's ammo or weapons.
1024: "Don't Drop Gun" : 0
]
weapons(Choices) : "Weapons" : 1 =
[
1 : "Colt"
2 : "Garand (Light)"
4 : "Thompson (Medium)"
8 : "BAR (Heavy)"
18 : "Garand + HG (Light)"
20 : "Thompson + HG (Med)"
24 : "BAR + HG (Heavy)"
]
]
@PointClass base(Monster,TalkMonster) size(-16 -16 0, 16 16 72) = monster_allied_barney : "Allied Barney"
[
body(Choices) : "Body" : -1 =
[
-1: "Random"
0 : "Light"
1 : "Medium"
2 : "Heavy"
3 : "Medic"
4 : "MP"
]
spawnflags(Flags) =
[
//* Ensure the player can't take this monster's ammo or weapons.
1024: "Don't Drop Gun" : 0
]
]
@PointClass base(Monster) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua" []
@PointClass base(Monster, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
]
model(studio) : "model"
body(Integer) : "Body" : 0
]
@PointClass base(Monster) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
]
@PointClass base(Target, Targetname, Angles, MoveWith) = particle_shooter : "Particle Shooter"
[
group_id(integer) : "Group Id" : 1
num_particles(integer) : "Number of Particles ( -1 = infinite )" : 10
fire_delay(string) : "Delay between shots" : "0.2"
particle_life(string) : "particle life" : "4.0"
particle_speed(string) : "particle velocity" : "200"
vel_variance(string) : "velocity variance" : "0.15"
spin_speed(integer) : "spin ( degrees per sec )" : 0
gravity(string) : "gravity" : "0.0"
damping_time(string) : "damping time" : "0.0"
damping_vel(string) : "damping velocity" : "0.0"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
2 : "Spiral" : 0
4 : "Collide with world" : 0
8 : "Affected by force" : 0
16 : "Animate" : 0
32 : "Start on" : 0
64 : "Kill on collide" : 0
128 : "Ripple when hitting water" : 0
]
model(studio) : "Sprite" : ""
size(string) : "particle size" : "16.0"
colour_red(integer) : "colour: red ( 0 - 255 )" : 255
colour_green(integer) : "colour: green ( 0 - 255 )" : 255
colour_blue(integer) : "colour: blue ( 0 - 255 )" : 255
brightness(string) : "brightness" : "190"
fade_speed(string) : "fade speed" : "0.0"
scale_speed(string) : "scale speed" : "1.0"
framerate(string) : "framerate" : "0"
rendermode(Choices) : "Render mode" : 5 =
[
0 : "Normal" //kRenderNormal, // src
1 : "Trans Color" //kRenderTransColor, // c*a+dest*(1-a)
2 : "Trans Texture" //kRenderTransTexture, // src*a+dest*(1-a)
3 : "Glow" //kRenderGlow, // src*a+dest -- No Z buffer checks
4 : "Indexed Alpha" //kRenderTransAlpha, // src*srca+dest*(1-srca)
5 : "Additive" //kRenderTransAdd, // src*a+dest
]
]
@PointClass base(Targetname) iconsprite("sprites/DoD/EnvGlobal.spr") color(255 255 128) = dod_preround : "Pre-Round Trigger"
[
allieswin(string) : "Trigger if allies won last round"
alliesloose(string) : "Trigger if allies lost last round"
axiswin(string) : "Trigger if axis won last round"
axisloose(string) : "Trigger if axis lost last round"
draw(string) : "Trigger if last round was draw"
]