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tge/Valve Hammer Editor/fgd/day of defeat/halflife-DOD2-expert.fgd
2026-01-14 10:27:57 -06:00

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// ---------------------------------------------------------------------------------
// Day of Defeat game definition file (.fgd)
// Version 2.0.0bmp
// For Worldcraft 3.3 and above, and Half-Life 1.0.0.9 and above
// Last update: December 11th, 2001 by Tim "Waldo" Holt
// ---------------------------------------------------------------------------------
//
// ---------------------------------------------------------------------------------
// Version Number Convention
// ---------------------------------------------------------------------------------
// First version number reflects major version # of game
// Second version number reflects minor version # of game
// Third version number reflects version # of FGD for given game version
// Alternate ending digits reflect game type and FGD status...
// "A" = alpha
// "B" = beta
// "SP" = single player
// "MP" = multiplayer
// ---------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------
// Revision history
// ---------------------------------------------------------------------------------
// by Justin DeJong aka "N0TH1NG"
// modified from code by Chris Bokitch aka "autolycus"
//
// by Tim Holt aka Waldo (burkenholt@home.com)
// modified from code by Justin DeJong aka "N0TH1NG"
//
// Version 0.7.3 and 0.7.4 by Morlam (morlam@gamespotmail.com)
// slightly modified from code by Chris Bokitch (Autolycus), Justin DeJong (NOTH1NG), and
// Tim Holt (Waldo).
//
// version 0.8.0 by Matt Boone aka "Mugsy"
// modified from version 0.7.4
//
// version 2.0.1 by Tim Holt aka "Waldo"
// modified from version 0.8.0
// changed first digit of version number to reflect DoD version.
//
// version 2.0.2 by Brandon Russell aka "Axis"
// modified from version 2.0.1
// ---------------------------------------------------------------------------------
// Original changes by Tim Holt (0.7.0)
// - Added new Trigger Changetarget sprite (green cube w/words)
// - Added new Info Target sprite (bullseye)
// - Added new trigger_camera sprite (Video camera)
// - Added new Multi Manager sprite (box w/arrows coming out of it)
// - Added new "Cycler Sprite" sprite (box w/arrow circle around it)
// - Added replacement ambient_generic sprite (changed from speaker to speaker
// with words "Ambient Generic" around it")
// - Added replacement env_sound sprite (changed from speaker to speaker
// with words "Env Sound" around it")
// - Added replacement light_spot sprite (changed from lightbulb to spotlight)
// - Added replacement Light Environment sprite (changed from lightbulb to sun)
// - Added all the "game_*" entities
// - Added info_compile_params and info_lights_rad entities. Idea is to
// get someone like Zoner to implement support for them in Zoners, or
// build support for them into a compile tool like Q2Beaver, HLCC, etc.
// - Added env_funnel
// - Added trigger_gravity
// - Added player_weaponstrip
// - Put Zoners RAD option (that allow solid (func_) based ents to cast
// shadows) into a number of new additional items that can support it.
// Use with caution, as for example a func_pushable can cast a shadow now,
// but if you push it, the shadow stays behind :^)
//
// 12/31/2000 - Tim Holt (0.7.1)
// - Added new sprites for all the Game entities
// - Added new sprite for Player Weapon Strip
// - Added new sprite for Trigger_Relay
// - Added new sprite for Trigger_ChangeTarget
//
// 01/01/2001 - Tim Holt (0.7.2)
// - Added new dropdown to hostage entity, so you can choose hostage skin
// directly by name (orange suit guy or tie guy)
// - Removed commented out "master" option for game_zone_player. It was
// commented out from the original HL FGD for some reason. Not sure why
// or if maybe there is a problem with it?
//
// 01/04/2001 - Morlam (0.7.3)
// - Arranged all the point entities in alphabetical order
// - Corrected a typo in hostage_entity: "Orange Suit Worker" from
// "Orange Suite Worker".
// - Changed func_water default WaveHeight to 0
// - Added ZHLT Light Flags to func_plat, _pendulum and _vehicle
// - Under info_compile_params:
// - Changed extra to choices instead of a string; default is now 0
// - Changed extra to read: "Enable Extra mode in HLRAD?"
// - Added hullfile, chop, texchop, circus, and dscale keys
// - Added "No Clip" flag under Run BSP in the spawnflags
// - Under info_lights_rad:
// - added radfile key/value, specifies custom texture light file
//
// 01/05/2001 - Morlam (0.7.4)
// - Added _fade and _falloff keys to the light_ entities. Need ZHLT 2.2+
// for these to work.
// - Added light_origin key to the ZHLT Light Flags BaseClass. Again, you
// need the latest version of Zoner's Tools for light_origin to work.
// - Moved circus and extra from the "Class Info" tab to the "Flags" tab.
// - Shortened the SmartEdit names of certain key/values in info_compile_params
// so that they aren't cut off (at least, on my 800X600 screen on a 15 inch
// monitor).
//
// Jan 6, 2001 - Tim Holt (0.7.5)
// - Added new parameter options for game_player_equip to list all
// CS items in dialog, thus removing the need to turn off SmartEdit
// to configure.
// - Added new sprite for trigger_auto (green box with words "Trigger Auto")
//
// Jan 26, 2001 - Tim Holt (0.7.6)
// - Added "No Clients" check option to Trigger base class per suggestion/lead
// from Mataleone (cs mapping forum)
//
// Aug 27, 2001 - Tim Holt (0.7.7)
// - Removed some old CS entities that had not been removed
// - Added cycler_wreckage
// - Added Angular velocity option to func_train (see
// http://www.chatbear.com/cgi-bin/board.pl?action=viewthread&threadid=252,994640145,10305&id=47702&boardid=9)
//
// Dec, 2001 - Matt Boone ( 0.8.0 )
// - added dod 2.0 objectives
//
// Dec 11, 2001 - Tim Holt (2.0.0bmp)
// - merged some spirit features with Matt Boone's revised 2.0 DoD entities
//
// Jan 11, 2002 - Brandon Russell (2.0.2bmp)
// - Added 2 new settings to the spawn flags of Game_text to fix Kami's map
// ---------------------------------------------------------------------------------
//
// Worldspawn
//
@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
//
@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 <u>is</u> on),
//* add a tilde (~) at the start of the master's name.
master(string) : "Master"
]
@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 = 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 =
[
//* <b>Gibs:</b> models/glassgibs.mdl
//* <b>Break noise:</b> debris/bustglassX.wav
//* <b>Bounce noise:</b> debris/glassX.wav
0: "Glass"
//* <b>Gibs:</b> models/woodgibs.mdl
//* <b>Break noise:</b> debris/bustcrateX.wav
//* <b>Bounce noise:</b> debris/woodX.wav
1: "Wood"
//* <b>Gibs:</b> models/metalplategibs.mdl
//* <b>Break noise:</b> debris/bustmetalX.wav
//* <b>Bounce noise:</b> debris/metalX.wav
2: "Metal"
//* <b>Gibs:</b> models/fleshgibs.mdl
//* <b>Break noise:</b> debris/bustfleshX.wav
//* <b>Bounce noise:</b> debris/fleshX.wav
3: "Flesh"
//* <b>Gibs:</b> models/cindergibs.mdl
//* <b>Break noise:</b> debris/bustconcreteX.wav
//* <b>Bounce noise:</b> debris/concreteX.wav
4: "Cinder Block"
//* <b>Gibs:</b> models/ceilinggibs.mdl
//* <b>Break noise:</b> debris/bustceilingX.wav
//* <b>Bounce noise:</b> none
5: "Ceiling Tile"
//* <b>Gibs:</b> models/computergibs.mdl
//* <b>Break noise:</b> debris/bustmetalX.wav
//* <b>Bounce noise:</b> debris/woodX.wav
//* <b>Note:</b> Generates sparks when damaged.
6: "Computer"
//* <b>Gibs:</b> models/glassgibs.mdl
//* <b>Break noise:</b> debris/bustglassX.wav
//* <b>Bounce noise:</b> debris/glassX.wav
//* <b>Note:</b> Makes ricochet noises when damaged.
7: "Unbreakable Glass"
//* <b>Gibs:</b> models/rockgibs.mdl
//* <b>Break noise:</b> debris/bustconcreteX.wav
//* <b>Bounce noise:</b> 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"
]
@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) = 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"
]
@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
//
// ------------------------------------------------------------------------------------------
// 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
]
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" : ""
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(-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"
[
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"
]
@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 <u>in addition to</u> 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) 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 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
]
]
@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
]
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 <u>at the time the trigger_changealias takes effect</u>. 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) = 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"
[
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
]
//* 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
256: "Instant Crowbar" : 1
]
_minlight(string) : "Minimum light level"
]
@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"
-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"
]
@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
]
_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
]
]
//
// 1019 - Mugsy added territorial control objective
//
//
// 0629 - version 1.0 BETA
// - readded everything so destroy objective would work
//
//
// DoD Spawn Points
//
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(255 0 0) iconsprite("sprites/DoD/AlliesTeamStart.spr") = info_player_allies : "Allies team start"
[
]
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(0 0 255) iconsprite("sprites/DoD/AxisTeamStart.spr") = info_player_axis : "Axis team start"
[
]
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(0 255 0) iconsprite("sprites/DoD/ObserverStart.spr") = info_player_observer : "Observer start"
[
]
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(255 0 0) iconsprite("sprites/DoD/AlliesInitialStart.spr") = info_initial_player_allies: "Allies initial start"
[
]
@PointClass base(Master,CPMaster) size(-16 -16 -36, 16 16 36) color(0 0 255) iconsprite("sprites/DoD/AxisInitialStart.spr") = info_initial_player_axis : "Axis initial start"
[
]
//
// Objectives!
//
// Object Objective
@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 : "Axis"
2 : "Allies"
]
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"
]
// 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(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_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_axis_model(string) : "Model when axis capture" : "models/w_gflag.mdl"
point_reset_model(string) : "Model when point reset" : "models/w_wflag.mdl"
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)" : "%p captured the %n for the %t"
point_group(string) : "Group Name" : ""
point_index(integer) : "Index of this point ( unique )" : -1
// point_cap_delaytime(integer) : "Time between possible captures(seconds)" : 1
]
@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" : ""
]
// ammo_depot_teams(choices) : "Depot works for which teams" : 6 =
// [
// 2 : "Allies Only"
// 4 : "Axis Only"
// 6 : "Both Teams"
// ]
// master(string) : "Master"
// ]
@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
]