// // Half-Life Sands-of-War game definition file (.fgd) // version 3.0.0.1 // for Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above // // Originally by Chris Bokitch // autolycus@valvesoftware.com // http://www.valve-erc.com/ // // Made for Sands-of-War by Zacker - www.sow.moddb.com - www.thefuture.dk // // March 27th 2005 // - 1.18 // - Added support for model scaling. // // October 30th // - 1.17 // - Added info_location. // - Added info_texlights. Replacement for lights.rad, see instructions.html. // - Added target to info_player_viewport. // - Removed the following SP entities: info_landmark, info_transmission. // - Gave light_environment a more realistic shade. // // September 29th // - 1.16 // - Fixed 3 parsing errors. // // August 20th // - 1.15 // - Added game_score. Enables awarding and deducting of score for both player and team. // - Added game_team_master. Acts as a team-based master or relay. // - Added game_team_set. Targetted game_team_master will be set to the players team. // // August 1th // - 1.14 // - Default Render Fx is now 255 instead of 0. // - Default flag number is now 5 instead of 0. // - Changed KillTarget description from "KillTarget" to "Entity to remove". // // Juli 26th // - 1.13 // - Added in support for mp3 playing entity. // // Juli 19th // - 1.12 // - Corrected URL. // - Changed door blocking defaultteam to normal. // - Removed baseclass ammo. // - Removed baseclass weapon. // - Removed trigger_changelevel. // // June 24th // - 1.11 // - Given all breakables the ability to kill entities. // - Arranged target baseclasses together and weapon&ammo together. // - Changed standard colour of light. // - Given Trigger baseclass more options on less lines. Now support a delay before killing entities. // - Removed RenderFields and RenderFxChoices code in button_target and added it through baseclass RenderFields. // - Removed some light properties from light_spot and added them through baseclass Light. // - Removed info_null // // Apr 7th // - 1.10 // - Changed trigger_gravity to display 0.0-1.0 instead of 0-1. // - Updated light_environment with option of custom shadow colour. // - Removed func_monsterclip. // - Removed RenderFields and RenderFxChoices code in cycler and added it through baseclass RenderFields. // - Removed trigger_transition. // // Mar 8th // - 1.09 // - Changed name showing up with cycler_sprite from sprite to model. // - Fixed the env_blood. // - Updated game_text with info about character limit. // - Minor spelling fixes in baseclass door among others. // - Re-added master key to game_zone_player. // - Halfed flag capture radius to 64. // - Fixed spelling and error in worldspawn entity. // - Added more content to func_illusionary. // // Jan 22nd 2004 - Mainly edited by NuclearFriend. // - 1.08 // - added 'radius' keyvalue to flags. Uses standard HL units (as a guide player width = 32). // // Oct 12th // - 1.07 // - Flag does now have a more proper size plus a custom color. // // Oct 6th // - 1.06 // - Added info_player_start in again. This allows for r_speed testing in singleplayer. // - Fixed the player spawn entities height. // // Oct 3rd // - 1.05 // - VHE wont babble about missing important information in the spawn entities. // // Sep 12th // - 1.04 // - Now model rendering work. Remember to use a cycler_sprite, it owns a cycler. // - Model rendering should work for both cycler and cycler_sprite. Remember not to use env_sprite for models. // - Added body, skin and sequence options to cycler and cycler_sprites. // - Flag aint invisble anymore. // // Aug 8th - Mainly edited by NuclearFriend. // - 1.03 // - added namable flag entity. // - added item_backpack. // - spawn points now called info_player_code and info_player_aim. // - special info_player_viewport. Will act as "window" into current game state // for people who haven't selected a team or class (may place multiple). // - Note on flag system: You may place as many flags as you want with any name. Once you have selected // amount of flags. // you must specify the amount as an integer in Map->Map Properties under the No of flags field! // - func_door has a Blocked Team option. This is the team that wont be able to operate the door. // - A few changes by Zacker. // // Juli 4th // - 1.02 // - Fixed the syntax error causing VHE to crash. // // Juli 27th 2003 // - 1.01 // - Added the flag sprite. // - Fixed the sprite problem with cap_flag. // // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" skyname(string) : "Environment map (skyname)" light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "Max viewable distance" : "4096" flagnumber(integer) : "No. of flags" : 5 ] // // BaseClasses // @BaseClass = ZHLT [ zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 = [ 0 : "Default" 1 : "Embedded Fix" 2 : "Opaque (blocks light)" 3 : "Opaque + Embedded fix" 6 : "Opaque + Concave Fix" ] light_origin(string) : "Light Origin Target" ] @BaseClass = ZHLT_point [ _fade(string) : "ZHLT Fade" : "1.0" _falloff(choices) : "ZHLT Falloff" : 0 = [ 0 : "Default" 1 : "Inverse Linear" 2 : "Inverse Square" ] ] @BaseClass = Appearflags [ spawnflags(Flags) = [ 2048 : "Not in Deathmatch" : 0 ] ] @BaseClass = Angles [ angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" ] @BaseClass = Global [ globalname(string) : "Global Entity Name" ] @BaseClass = Targetname [ targetname(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass base(Target) = Targetx [ delay(string) : "Delay before trigger" : "0" killtarget(target_destination) : "Entity to remove" ] @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(string) : "FX Amount (1 - 255)" : "255" rendercolor(color255) : "FX Color (R G B)" : "0 0 0" ] @BaseClass base(Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass [] @BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster [ TriggerTarget(String) : "TriggerTarget" TriggerCondition(Choices) : "Trigger Condition" : 0 = [ 0 : "No Trigger" 1 : "See Player, Mad at Player" 2 : "Take Damage" 3 : "50% Health Remaining" 4 : "Death" 7 : "Hear World" 8 : "Hear Player" 9 : "Hear Combat" 10: "See Player Unconditional" 11: "See Player, Not In Combat" ] spawnflags(Flags) = [ 1 : "WaitTillSeen" : 0 2 : "Gag" : 0 4 : "MonsterClip" : 0 16: "Prisoner" : 0 128: "WaitForScript" : 0 256: "Pre-Disaster" : 0 512: "Fade Corpse" : 0 ] ] @BaseClass = TalkMonster [ UseSentence(String) : "Use Sentence" UnUseSentence(String) : "Un-Use Sentence" ] @BaseClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = gibshooterbase [ // how many pieces to create m_iGibs(integer) : "Number of Gibs" : 3 // delay (in seconds) between shots. If 0, all gibs shoot at once. delay(string) : "Delay between shots" : "0" // how fast the gibs are fired m_flVelocity(integer) : "Gib Velocity" : 200 // Course variance m_flVariance(string) : "Course Variance" : "0.15" // Time in seconds for gibs to live +/- 5% m_flGibLife(string) : "Gib Life" : "4" spawnflags(Flags) = [ 1 : "Repeatable" : 0 ] ] @BaseClass = Light [ _light(color255) : "Brightness" : "250 220 190 200" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] pattern(string) : "Custom Appearance" ] @BaseClass base(Targetname,Global,Targetx) = Breakable [ target(target_destination) : "Target on break" health(integer) : "Strength" : 1 material(choices) :"Material type" : 0 = [ 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Cinder Block" 5: "Ceiling Tile" 6: "Computer" 7: "Unbreakable Glass" 8: "Rocks" ] explosion(choices) : "Gibs Direction" : 0 = [ 0: "Random" 1: "Relative to Attack" ] delay(string) : "Delay before fire" : "0" gibmodel(studio) : "Gib Model" : "" spawnobject(choices) : "Spawn On Break" : 0 = [ 0: "Nothing" 1: "Battery" 2: "Healthkit" 3: "9mm Handgun" 4: "9mm Clip" 5: "Machine Gun" 6: "Machine Gun Clip" 7: "Machine Gun Grenades" 8: "Shotgun" 9: "Shotgun Shells" 10: "Crossbow" 11: "Crossbow Bolts" 12: "357" 13: "357 clip" 14: "RPG" 15: "RPG Clip" 16: "Gauss clip" 17: "Hand grenade" 18: "Tripmine" 19: "Satchel Charge" 20: "Snark" 21: "Hornet Gun" ] explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0 ] @BaseClass base(Appearflags, Targetname, RenderFields, Global, Angles) = Door [ killtarget(target_destination) : "KillTarget" speed(integer) : "Speed" : 100 master(string) : "Master" movesnd(choices) : "Move Sound" : 0 = [ 0: "No sound" 1: "Servo (Sliding)" 2: "Pneumatic (Sliding)" 3: "Pneumatic (Rolling)" 4: "Vacuum" 5: "Power hydraulic" 6: "Large rollers" 7: "Track door" 8: "Snappy metal door" 9: "Squeaky 1" 10: "Squeaky 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No sound" 1: "Clang with brake" 2: "Clang reverb" 3: "Ratchet stop" 4: "Chunk" 5: "Light airbrake" 6: "Metal slide Stop" 7: "Metal lock Stop" 8: "Snappy metal Stop" ] wait(integer) : "delay before close, -1 stay open " : 4 lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" target(target_destination) : "Target" delay(integer) : "Delay before fire" netname(string) : "Fire on Close" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8: "Passable" : 0 32: "Toggle" : 0 256:"Use Only" : 0 512: "Monsters Can't" : 0 ] // NOTE: must be duplicated in BUTTON locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" blocked(choices) : "Blocked Team" : 2 = [ 0: "Aim Forces" 1: "Code Forces" 2: "Normal" ] ] @BaseClass base(Targetname, Target, RenderFields, Global, Angles) = BaseTank [ spawnflags(flags) = [ 1 : "Active" : 0 16: "Only Direct" : 0 32: "Controllable" : 0 ] // Mainly for use with 1009 team settings (game_team_master) master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" yawrange(string) : "Yaw range" : "180" yawtolerance(string) : "Yaw tolerance" : "15" pitchrate(string) : "Pitch rate" : "0" pitchrange(string) : "Pitch range" : "0" pitchtolerance(string) : "Pitch tolerance" : "5" barrel(string) : "Barrel Length" : "0" barrely(string) : "Barrel Horizontal" : "0" barrelz(string) : "Barrel Vertical" : "0" spritesmoke(string) : "Smoke Sprite" : "" spriteflash(string) : "Flash Sprite" : "" spritescale(string) : "Sprite scale" : "1" rotatesound(sound) : "Rotate Sound" : "" firerate(string) : "Rate of Fire" : "1" bullet_damage(string) : "Damage Per Bullet" : "0" persistence(string) : "Firing persistence" : "1" firespread(choices) : "Bullet accuracy" : 0 = [ 0: "Perfect Shot" 1: "Small cone" 2: "Medium cone" 3: "Large cone" 4: "Extra-large cone" ] minRange(string) : "Minmum target range" : "0" maxRange(string) : "Maximum target range" : "0" _minlight(string) : "Minimum light level" ] @BaseClass = PlatSounds [ movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" ] @BaseClass base(Targetname, RenderFields, Global, PlatSounds) = Trackchange [ height(integer) : "Travel altitude" : 0 spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 train(target_destination) : "Train to switch" toptrack(target_destination) : "Top track" bottomtrack(target_destination) : "Bottom track" speed(integer) : "Move/Rotate speed" : 0 ] @BaseClass base(Target, Targetname, Targetx) = Trigger [ netname(target_destination) : "Target path" master(string) : "Master" sounds(choices) : "Sound style" : 0 = [ 0 : "No sound" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" spawnflags(flags) = [ 1: "Monsters" : 0 2: "No Clients" : 0 4: "Pushables": 0 ] ] // // Entities // @PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Plays a wav file" [ message(sound) : "WAV Name" health(integer) : "Volume (10 = loudest)" : 10 preset(choices) :"Dynamic Presets" : 0 = [ 0: "None" 1: "Huge Machine" 2: "Big Machine" 3: "Machine" 4: "Slow Fade in" 5: "Fade in" 6: "Quick Fade in" 7: "Slow Pulse" 8: "Pulse" 9: "Quick pulse" 10: "Slow Oscillator" 11: "Oscillator" 12: "Quick Oscillator" 13: "Grunge pitch" 14: "Very low pitch" 15: "Low pitch" 16: "High pitch" 17: "Very high pitch" 18: "Screaming pitch" 19: "Oscillate spinup/down" 20: "Pulse spinup/down" 21: "Random pitch" 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" 25: "Bizzare" 26: "Planet X" 27: "Haunted" ] volstart(integer) : "Start Volume" : 0 fadein(integer) : "Fade in time (0-100)" : 0 fadeout(integer) : "Fade out time (0-100)" : 0 pitch(integer) : "Pitch (> 100 = higher)" : 100 pitchstart(integer) : "Start Pitch" : 100 spinup(integer) : "Spin up time (0-100)" : 0 spindown(integer) : "Spin down time (0-100)" : 0 lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0 lforate(integer) : "LFO rate (0-1000)" : 0 lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 lfomodvol(integer) : "LFO mod vol (0-100)" : 0 cspinup(integer) : "Incremental spinup count" : 0 spawnflags(flags) = [ 1 : "Play Everywhere" : 0 2 : "Small Radius" : 0 4 : "Medium Radius" : 1 8 : "Large Radius" : 0 16 : "Start Silent":0 32 : "Not Toggled":0 ] ] @PointClass base(Targetname) = ambient_mp3 : "Plays a mp3 file" [ message(string) : "MP3 Name" spawnflags(flags) = [ 1: "Loop" : 0 2: "Remove on fire" : 0 ] ] @SolidClass base(Target, ZHLT, RenderFields) = button_target : "Target Button" [ spawnflags(flags) = [ 1: "Use Activates" : 1 2: "Start On" : 0 ] master(string) : "Master" ] // // cyclers // @PointClass base(Targetname, Angles, Sequence, RenderFields) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler" [ model(studio) : "Model" skin(string) : "Skin" : 0 body(string) : "Body" : 0 sequence(string) : "Sequence" : 0 ] @PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler" [ model(studio) : "Model" skin(string) : "Skin" : 0 body(string) : "Body" : 0 sequence(string) : "Sequence" : 0 framerate(integer) : "Frames per second" : 10 scale(string) : "Scale" : 0 ] @PointClass base(Monster, Sequence) size(-16 -16 -16, 16 16 16) studio() = cycler_weapon : "Weapon Cycler" [ model(studio) : "model" ] @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(string) : "Scale" : "1.0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] // // Environmental effects // @BaseClass = BeamStartEnd [ LightningStart(target_destination) : "Start Entity" LightningEnd(target_destination) : "Ending Entity" ] @PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy Beam Effect" [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" Radius(integer) : "Radius" : 256 life(string) : "Life (seconds 0 = infinite)" : "1" BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framerate(integer) : "Frames per 10 seconds" : 0 framestart(integer) : "Starting Frame" : 0 StrikeTime(string) : "Strike again time (secs)" : "1" damage(string) : "Damage / second" : "0" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Random Strike" : 0 8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 128: "Shade Start" : 0 256: "Shade End" : 0 ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) color(255 255 0) = env_blood : "Blood Effects" [ color(choices) : "Blood Color" : 2 = [ 0 : "Black/White blood with yellow decals" 1 : "Yellow blood with yellow decals" 2 : "Red blood with red decals" ] 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) color(255 255 128) = env_global : "Global State" [ globalstate(string) : "Global State to Set" triggermode(choices) : "Trigger Mode" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" 3 : "Toggle" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) color(30 100 0) = env_glow : "Light Glow/Haze" [ model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(integer) : "Scale" : 1 ] @PointClass base(Targetname) = env_fade : "Screen Fade" [ spawnflags(flags) = [ 1: "Fade From" : 0 2: "Modulate" : 0 4: "Activator Only" : 0 ] duration(string) : "Duration (seconds)" : "2" holdtime(string) : "Hold Fade (seconds)" : "0" renderamt(integer) : "Fade Alpha" : 255 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" ] @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel" [ spawnflags(flags) = [ 1: "Reverse" : 0 ] ] @PointClass base(Targetname, RenderFxChoices, Angles) size(-16 -16 -16, 16 16 16) = env_laser : "Laser Beam Effect" [ LaserTarget(target_destination) : "Target of Laser" renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255)" : 20 NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" EndSprite(sprite) : "End Sprite" : "" TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 framestart(integer) : "Starting Frame" : 0 damage(string) : "Damage / second" : "100" spawnflags(flags) = [ 1 : "Start On" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 ] ] @PointClass base(Targetname, Target) = env_message : "HUD Text Message" [ message(string) : "Message Name" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" messagevolume(string) : "Volume 0-10" : "10" messageattenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] ] @PointClass base(Targetname, Target, RenderFields) size(-16 -16 -16, 16 16 16) color(100 100 0) = env_render : "Render Controls" [ spawnflags(flags) = [ 1: "No Renderfx" : 0 2: "No Renderamt" : 0 4: "No Rendermode" : 0 8: "No Rendercolor" : 0 ] ] @PointClass base(Targetname) = env_shake : "Screen Shake" [ spawnflags(flags) = [ 1: "GlobalShake" : 0 ] amplitude(string) : "Amplitude 0-16" : "4" radius(string) : "Effect radius" : "500" duration(string) : "Duration (seconds)" : "1" frequency(string) : "0.1 = jerk, 255.0 = rumble" : "2.5" ] @PointClass base(gibshooterbase, RenderFields) size(-16 -16 -16, 16 16 16) = env_shooter : "Model Shooter" [ shootmodel(studio) : "Model or Sprite name" : "" shootsounds(choices) :"Material Sound" : -1 = [ -1: "None" 0: "Glass" 1: "Wood" 2: "Metal" 3: "Flesh" 4: "Concrete" ] scale(string) : "Gib Sprite Scale" : "" skin(integer) : "Gib Skin" : 0 ] @PointClass iconsprite("sprites/speaker.spr") = env_sound : "DSP Sound" [ radius(integer) : "Radius" : 128 roomtype(Choices) : "Room Type" : 0 = [ 0 : "Normal (off)" 1 : "Generic" 2 : "Metal Small" 3 : "Metal Medium" 4 : "Metal Large" 5 : "Tunnel Small" 6 : "Tunnel Medium" 7 : "Tunnel Large" 8 : "Chamber Small" 9 : "Chamber Medium" 10: "Chamber Large" 11: "Bright Small" 12: "Bright Medium" 13: "Bright Large" 14: "Water 1" 15: "Water 2" 16: "Water 3" 17: "Concrete Small" 18: "Concrete Medium" 19: "Concrete Large" 20: "Big 1" 21: "Big 2" 22: "Big 3" 23: "Cavern Small" 24: "Cavern Medium" 25: "Cavern Large" 26: "Weirdo 1" 27: "Weirdo 2" 28: "Weirdo 3" ] ] @PointClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = env_spark : "Spark" [ MaxDelay(string) : "Max Delay" : "0" spawnflags(flags) = [ 32: "Toggle" : 0 64: "Start ON" : 0 ] ] @PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" [ framerate(string) : "Framerate" : "10.0" model(sprite) : "Sprite Name" : "sprites/glow01.spr" scale(string) : "Scale" : "" spawnflags(flags) = [ 1: "Start on" : 0 2: "Play Once" : 0 ] ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_breakable : "Breakable Object" [ spawnflags(flags) = [ 1 : "Only Trigger" : 0 2 : "Touch" : 0 4 : "Pressure" : 0 256: "Instant Crowbar" : 1 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,Targetname, Target, RenderFields, Angles, ZHLT) = func_button : "Button" [ speed(integer) : "Speed" : 5 health(integer) : "Health (shootable if > 0)" lip(integer) : "Lip" master(string) : "Master" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 11: "Buzz Off" 14: "Lightswitch" ] wait(integer) : "delay before reset (-1 stay)" : 3 delay(string) : "Delay before trigger" : "0" spawnflags(flags) = [ 1: "Don't move" : 0 32: "Toggle" : 0 64: "Sparks" : 0 256:"Touch Activates": 0 ] locked_sound(choices) : "Locked Sound" : 0 = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] unlocked_sound(choices) : "Unlocked Sound" : 0 = [ 0: "None" 1: "Big zap & Warmup" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 10: "Buzz" 13: "Latch Unlocked" 14: "Lightswitch" ] locked_sentence(choices) : "Locked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Denied" 2: "Security Lockout" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance Door" 9: "Broken Shut Door" ] unlocked_sentence(choices) : "Unlocked Sentence" : 0 = [ 0: "None" 1: "Gen. Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen. Containment" 8: "Maintenance area" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Global,RenderFields, Targetname, Angles, ZHLT) = func_conveyor : "Conveyor Belt" [ spawnflags(flags) = [ 1 : "No Push" : 0 2 : "Not Solid" : 0 ] speed(string) : "Conveyor Speed" : "100" _minlight(string) : "Minimum light level" ] @SolidClass base(Door, ZHLT) = func_door : "Basic door" [] @SolidClass base(Door, ZHLT) = func_door_rotating : "Rotating door" [ spawnflags(flags) = [ 2 : "Reverse Dir" : 0 16: "One-way" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] distance(integer) : "Distance (deg)" : 90 ] @SolidClass base(Appearflags, RenderFields, ZHLT) = func_friction : "Surface with a change in friction" [ modifier(integer) : "Percentage of standard (0 - 100)" : 15 ] @SolidClass base(Targetname, RenderFields, Global, ZHLT) = func_guntarget : "Moving platform" [ speed(integer) : "Speed (units per second)" : 100 target(target_source) : "First stop target" message(target_source) : "Fire on damage" health(integer) : "Damage to Take" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -3: "water" -4: "slime: touch drown" -5: "lava: touch fire death" -7: "Volumetric Light" -16: "make ladder" ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname) = func_ladder : "Ladder" [] @SolidClass base(Targetname) = func_mortar_field : "Mortar Field" [ m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : 0 = [ 0 : "Random" 1 : "Activator" 2 : "Table" ] m_iszXController(target_destination) : "X Controller" m_iszYController(target_destination) : "Y Controller" ] @SolidClass base(Global,Appearflags, Targetname, RenderFields, Angles, ZHLT) = func_pendulum : "Swings back and forth" [ speed(integer) : "Speed" : 100 distance(integer) : "Distance (deg)" : 90 damp(integer) : "Damping (0-1000)" : 0 dmg(integer) : "Damage inflicted when blocked" : 0 spawnflags(flags) = [ 1: "Start ON" : 0 8: "Passable" : 0 16: "Auto-return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname,Global,RenderFields, PlatSounds, ZHLT) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1: "Toggle" : 0 ] height(integer) : "Travel altitude (can be negative)" : 0 speed(integer) : "Speed" : 50 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, PlatSounds, Angles, ZHLT) = func_platrot : "Moving Rotating platform" [ spawnflags(Flags) = [ 1: "Toggle" : 1 64: "X Axis" : 0 128: "Y Axis" : 0 ] speed(integer) : "Speed of rotation" : 50 height(integer) : "Travel altitude (can be negative)" : 0 rotation(integer) : "Spin amount" : 0 _minlight(string) : "Minimum light level" ] @SolidClass base(Breakable, RenderFields, ZHLT) = func_pushable : "Pushable object" [ size(choices) : "Hull Size" : 0 = [ 0: "Point size" 1: "Player size" 2: "Big Size" 3: "Player duck" ] spawnflags(flags) = [ 128: "Breakable" : 0 ] friction(integer) : "Friction (0-400)" : 50 buoyancy(integer) : "Buoyancy" : 20 _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rot_button : "RotatingButton" [ target(target_destination) : "Targetted object" // changetarget will change the button's target's TARGET field to the button's changetarget. changetarget(target_destination) : "ChangeTarget Name" master(string) : "Master" speed(integer) : "Speed" : 50 health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 21 = [ 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] wait(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] delay(string) : "Delay before trigger" : "0" distance(integer) : "Distance (deg)" : 90 spawnflags(flags) = [ 1 : "Not solid" : 0 2 : "Reverse Dir" : 0 32: "Toggle" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 256:"Touch Activates": 0 ] _minlight(integer) : "_minlight" ] @SolidClass base(Targetname, Global, RenderFields, Angles, ZHLT) = func_rotating : "Rotating Object" [ speed(integer) : "Rotation Speed" : 0 volume(integer) : "Volume (10 = loudest)" : 10 fanfriction(integer) : "Friction (0 - 100%)" : 20 sounds(choices) : "Fan Sounds" : 0 = [ 0 : "No Sound" 1 : "Fast Whine" 2 : "Slow Rush" 3 : "Medium Rickety" 4 : "Fast Beating" 5 : "Slow Smooth" ] message(sound) : "WAV Name" spawnflags(flags) = [ 1 : "Start ON" : 0 2 : "Reverse Direction" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16: "Acc/Dcc" : 0 32: "Fan Pain" : 0 64: "Not Solid" : 0 128: "Small Radius" : 0 256: "Medium Radius" : 0 512: "Large Radius" : 1 ] _minlight(integer) : "_minlight" spawnorigin(string) : "X Y Z - Move here after lighting" : "0 0 0" dmg(integer) : "Damage inflicted when blocked" : 0 ] @SolidClass base(BaseTank, ZHLT) = func_tank : "Brush Gun Turret" [ bullet(choices) : "Bullets" : 0 = [ 0: "None" 1: "9mm" 2: "MP5" 3: "12mm" ] ] @SolidClass = func_tankcontrols : "Tank controls" [ target(target_destination) : "Tank entity name" ] @SolidClass base(BaseTank, ZHLT) = func_tanklaser : "Brush Laser Turret" [ laserentity(target_source) : "env_laser Entity" ] @SolidClass base(BaseTank, ZHLT) = func_tankrocket : "Brush Rocket Turret" [] @SolidClass base(BaseTank, ZHLT) = func_tankmortar : "Brush Mortar Turret" [ iMagnitude(Integer) : "Explosion Magnitude" : 100 ] @SolidClass base(Trackchange, ZHLT) = func_trackautochange : "Automatic track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Trackchange, ZHLT) = func_trackchange : "Train track changing platform" [ _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_tracktrain : "Track Train" [ spawnflags(flags) = [ 1 : "No Pitch (X-rot)" : 0 2 : "No User Control" : 0 8 : "Passable" : 0 ] target(target_destination) : "First stop target" sounds(choices) : "Sound" : 0 = [ 0: "None" 1: "Rail 1" 2: "Rail 2" 3: "Rail 3" 4: "Rail 4" 5: "Rail 6" 6: "Rail 7" ] wheels(integer) : "Distance between the wheels" : 50 height(integer) : "Height above track" : 4 startspeed(integer) : "Initial speed" : 0 speed(integer) : "Speed (units per second)" : 64 dmg(integer) : "Damage on crush" : 0 volume(integer) : "Volume (10 = loudest)" : 10 bank(string) : "Bank angle on turns" : "0" _minlight(string) : "Minimum light level" ] @SolidClass = func_traincontrols : "Train Controls" [ target(target_destination) : "Train Name" ] @SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_train : "Moving platform" [ target(target_source) : "First stop target" movesnd(choices) : "Move Sound" : 0 = [ 0: "No Sound" 1: "big elev 1" 2: "big elev 2" 3: "tech elev 1" 4: "tech elev 2" 5: "tech elev 3" 6: "freight elev 1" 7: "freight elev 2" 8: "heavy elev" 9: "rack elev" 10: "rail elev" 11: "squeek elev" 12: "odd elev 1" 13: "odd elev 2" ] stopsnd(choices) : "Stop Sound" : 0 = [ 0: "No Sound" 1: "big elev stop1" 2: "big elev stop2" 3: "freight elev stop" 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" 7: "squeek stop" 8: "quick stop" ] speed(integer) : "Speed (units per second)" : 64 avelocity(string) : "Angular Veocity (y z x)" dmg(integer) : "Damage on crush" : 0 skin(integer) : "Contents" : 0 volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" spawnflags(flags) = [ 8 : "Not solid" : 0 ] _minlight(string) : "Minimum light level" ] @SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall" [ _minlight(string) : "Minimum light level" ] @SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry" [ spawnflags(flags) = [ 1 : "Starts Invisible" : 0 ] ] @SolidClass base(Door, ZHLT) = func_water : "Liquid" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 256:"Use Only" : 0 ] skin(choices) : "Contents" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] WaveHeight(string) : "Wave Height" : "3.2" ] // // game entities (requires Half-Life 1.0.0.9) // @PointClass base(Targetname, Targetx) = game_counter : "Fires when it hits limit" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 2: "Reset On fire" : 1 ] master(string) : "Master" frags(integer) : "Initial Value" : 0 health(integer) : "Limit Value" : 10 ] @PointClass base(Targetname, Target) = game_counter_set : "Sets a game_counter" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" frags(integer) : "New Value" : 10 ] @PointClass base(Targetname) = game_end : "End this multiplayer game" [ master(string) : "Master" ] @PointClass base(Targetname) = game_player_equip : "Initial player equipment" [ spawnflags(flags) = [ 1: "Use Only" : 0 ] master(string) : "Team Master" ] @PointClass base(Targetname) = game_player_hurt : "Hurts player who fires" [ dmg(string) : "Damage To Apply" : "999" spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname) = game_score : "Award/Deduct Points" [ spawnflags(flags) = [ 1: "Allow Negative" : 1 2: "Team Points" : 0 ] points(integer) : "Points to add (+/-)" : 1 master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_master : "Team based master/relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] teamindex(choices) : "Valid team" : -1 = [ -1: "No team" 0: "Aim" 1: "CoDe" ] master(string) : "Master" ] @PointClass base(Targetname, Targetx) = game_team_set : "Sets team of team_master" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] master(string) : "Master" ] @PointClass base(Targetname, Target) = game_text : "HUD Text Message" [ spawnflags(flags) = [ 1: "All Players" : 0 ] message(string) : "Message Text(79 Char. Limit)" x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1" y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1" effect(Choices) : "Text Effect" : 0 = [ 0 : "Fade In/Out" 1 : "Credits" 2 : "Scan Out" ] color(color255) : "Color1" : "100 100 100" color2(color255) : "Color2" : "240 110 0" fadein(string) : "Fade in Time (or character scan time)" : "1.5" fadeout(string) : "Fade Out Time" : "0.5" holdtime(string) : "Hold Time" : "1.2" fxtime(string) : "Scan time (scan effect only)" : "0.25" channel(choices) : "Text Channel" : 1 = [ 1 : "Channel 1" 2 : "Channel 2" 3 : "Channel 3" 4 : "Channel 4" ] master(string) : "Master" ] @SolidClass base(Targetname) = game_zone_player : "Player Zone brush" [ intarget(target_destination) : "Target for IN players" outtarget(target_destination) : "Target for OUT players" incount(target_destination) : "Counter for IN players" outcount(target_destination) : "Counter for OUT players" master(string) : "Master" ] @PointClass base(gibshooterbase) = gibshooter : "Gib Shooter" [] // // info entities // @PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal" [ texture(decal) ] // Give an area a name @PointClass base(Targetname) color(255 128 64) = info_location : "Location" [ radius(integer) : "Area radius" : 512 ] // Only for r_speeds testing. @PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 0) = info_player_start : "SP spawnpoint" [] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Entity Target" [] @PointClass size(-8 -8 0, 8 8 16) base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] // Replacement for lights.rad. See instructions.html for further information. @PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] // // lights // @PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light, ZHLT_point) = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light, Angles, ZHLT_point) = light_spot : "Spotlight" [ _cone(integer) : "Inner (bright) angle" : 30 _cone2(integer) : "Outer (fading) angle" : 45 pitch(integer) : "Pitch" : -90 _sky(Choices) : "Is Sky" : 0 = [ 0 : "No" 1 : "Yes" ] spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass base(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" _diffuse_light(color255) : "Shade" : "240 200 150 200" ] @SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 ] ] @SolidClass base(Targetname, Target, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control" [ speed(integer) : "Speed" : 50 master(string) : "Master" sounds(choices) : "Sounds" : 0 = [ 0: "None" 1: "Big zap & Warmup" 2: "Access Denied" 3: "Access Granted" 4: "Quick Combolock" 5: "Power Deadbolt 1" 6: "Power Deadbolt 2" 7: "Plunger" 8: "Small zap" 9: "Keycard Sound" 21: "Squeaky" 22: "Squeaky Pneumatic" 23: "Ratchet Groan" 24: "Clean Ratchet" 25: "Gas Clunk" ] distance(integer) : "Distance (deg)" : 90 returnspeed(integer) : "Auto-return speed" : 0 spawnflags(flags) = [ 1: "Door Hack" : 0 2: "Not useable" : 0 16: "Auto Return" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] _minlight(integer) : "_minlight" ] @PointClass base(Targetname) color(255 128 0) = multi_manager : "MultiTarget Manager" [ spawnflags(Flags) = [ 1 : "multithreaded" : 0 ] ] @PointClass base(Targetname, Target) color(128 255 128) = multisource : "Multisource" [ globalstate(string) : "Global State Master" ] @PointClass base(Targetname, Angles) size(16 16 16) color(247 181 82) = path_corner : "Moving platform stop" [ spawnflags(Flags) = [ 1: "Wait for retrigger" : 0 2: "Teleport" : 0 4: "Fire once" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" wait(integer) : "Wait here (secs)" : 0 speed(integer) : "New Train Speed" : 0 yaw_speed(integer) : "New Train rot. Speed" : 0 ] @PointClass base(Targetname, Angles) size(16 16 16) = path_track : "Train Track Path" [ spawnflags(Flags) = [ 1: "Disabled" : 0 2: "Fire once" : 0 4: "Branch Reverse" : 0 8: "Disable train" : 0 ] target(target_destination) : "Next stop target" message(target_destination) : "Fire On Pass" altpath(target_destination) : "Branch Path" netname(target_destination) : "Fire on dead end" speed(integer) : "New Train Speed" : 0 ] // // player effects // @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" [] // // Triggers // @PointClass base(Targetx) = trigger_auto : "AutoTrigger" [ spawnflags(Flags) = [ 1 : "Remove On fire" : 1 ] globalstate(string) : "Global State to Read" triggerstate(choices) : "Trigger State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Toggle" ] ] @SolidClass base(Targetname) = trigger_autosave : "AutoSave Trigger" [ master(string) : "Master" ] @PointClass base(Targetx, Targetname) = trigger_camera : "Trigger Camera" [ wait(integer) : "Hold time" : 10 moveto(string) : "Path Corner" spawnflags(flags) = [ 1: "Start At Player" : 1 2: "Follow Player" : 1 4: "Freeze Player" : 0 ] speed(string) : "Initial Speed" : "0" acceleration(string) : "Acceleration units/sec^2" : "500" deceleration(string) : "Stop Deceleration units/sec^2" : "500" ] @PointClass base(Targetx, Targetname) = trigger_changetarget : "Trigger Change Target" [ m_iszNewTarget(string) : "New Target" ] @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1 : "No Message" : 0 ] master(string) : "Master" count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_endsection : "EndSection trigger" [ section(string) : "Section" spawnflags(flags) = [ 1: "USE Only" : 0 ] ] @SolidClass base(Trigger) = trigger_gravity : "Trigger gravity" [ gravity(integer) : "Gravity (0.0-1.0)" : 1 ] @SolidClass base(Targetname,Target) = trigger_hurt : "Trigger player hurt" [ spawnflags(flags) = [ 1: "Target Once" : 0 2: "Start Off" : 0 8: "No clients" : 0 16:"FireClientOnly" : 0 32:"TouchClientOnly" : 0 ] master(string) : "Master" dmg(integer) : "Damage" : 10 delay(string) : "Delay before trigger" : "0" damagetype(choices) : "Damage Type" : 0 = [ 0 : "GENERIC" 1 : "CRUSH" 2 : "BULLET" 4 : "SLASH" 8 : "BURN" 16 : "FREEZE" 32 : "FALL" 64 : "BLAST" 128 : "CLUB" 256 : "SHOCK" 512 : "SONIC" 1024 : "ENERGYBEAM" 16384: "DROWN" 32768 : "PARALYSE" 65536 : "NERVEGAS" 131072 : "POISON" 262144 : "RADIATION" 524288 : "DROWNRECOVER" 1048576 : "CHEMICAL" 2097152 : "SLOWBURN" 4194304 : "SLOWFREEZE" ] ] @SolidClass base(Angles) = trigger_monsterjump : "Trigger monster jump" [ master(string) : "Master" speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [] @SolidClass base(Trigger, Angles) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 40 ] @PointClass base(Targetname, Targetx) = trigger_relay : "Trigger Relay" [ spawnflags(flags) = [ 1: "Remove On fire" : 0 ] triggerstate(choices) : "Trigger State" : 0 = [ 0: "Off" 1: "On" 2: "Toggle" ] ] @SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" [] // // SoW specific entities // @PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(255 0 0) = info_player_aim : "Player aim spawnpoint" [] @PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_player_code : "Player code spawnpoint" [] @PointClass base(Targetx) color(78 255 0) = info_player_viewport : "Player fixed spectate spot" [] @PointClass size(-8 -8 -32, 8 8 32) color(86 86 232) = sow_flag : "SoW Flag" [ flagname(string) : "Flags Name" flagradius(integer) : "Cap. Radius" : 64 ] @PointClass size(-16 -16 -16, 16 16 16) = item_backpack : "SoW Backpack (Health/Ammo)" []