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Old 03-27-2004, 06:55 AM   #1
Michele
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Default Deleted Scenes .fgd

Hy, i've buy Condition Zero, and played the Deleted Scenes, that is the part i like, because i don't like multiplayer.
I wonder if Ritual can release a .fgd for creating custom Deleted Scenes-like missions or mod based on CZ.
Micael
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Old 03-27-2004, 03:02 PM   #2
BrushBaron
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Default Re: Deleted Scenes .fgd

Well, we haven't worked on the game for about a year. I'm sure a lot has changed. We don't have the latest files that people can use for creating mods. Valve has the latest.
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Old 03-28-2004, 05:34 PM   #3
DI_MeisterM
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Default Re: Deleted Scenes .fgd

It's really a shame that it's called "Deleted Scenes".
In my opinion Ritual has done a very good job and tried to get out the maximum of the Quake1/HL technology. The level design is very well done, like in former games. In some parts you have a Sin-ful feeling [img]/forums/images/graemlins/wink.gif[/img]
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Old 03-28-2004, 07:30 PM   #4
Pwnage
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Default Re: Deleted Scenes .fgd

yeah i bet if they had more time to work on the AI in deleted scenes it would be sweet
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Old 03-29-2004, 03:35 AM   #5
Michele
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Default Re: Deleted Scenes .fgd

Quote:
Well, we haven't worked on the game for about a year. I'm sure a lot has changed. We don't have the latest files that people can use for creating mods. Valve has the latest.
So you're say that Turtle Rock has put the hands also on the Deleted Scenes?
Anyway, i've started mapping for CZ-DS. My idea is to make a mod (or a set of maps) that use weapons, enemies and special tools from DS. But im thinking of a Swat 3 - like gameplay (one or two shot can kill you, and the same thing you can do with enemies), and with a story behind it, similar to the one seen in the tv series 24, with Keifer Sutherland.
For now i have made a new Counter Terrorist Unit, that has a look similar to the main hall of the CT Training.
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Old 03-29-2004, 12:51 PM   #6
BrushBaron
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Default Re: Deleted Scenes .fgd

NO, that is NOT what I am saying. I haven't played the game yet since it went gold. I only said a lot has probably changed because it was a year ago that we finished working on it. That is all. Does that make sense?
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Old 03-29-2004, 05:24 PM   #7
kanaeda
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Default Re: Deleted Scenes .fgd

The level design work that Ritual did for Condition Zero was all done using Ritual's in-house version of Radiant as opposed to Valve's Hammer editor (we all had years of experience with radiant and little or no exposure to worldcraft/hammer so it made more sense to get radiant working properly). Last I knew an fgd for the 'deleted scenes' didn't exist. If one were to get ahold of the Condition Zero entites.def file that was used a working fgd could be put together for use with the hammer editor.
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Old 03-30-2004, 03:16 AM   #8
Michele
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Default Re: Deleted Scenes .fgd

Quote:
NO, that is NOT what I am saying. I haven't played the game yet since it went gold. I only said a lot has probably changed because it was a year ago that we finished working on it. That is all. Does that make sense?
Oh, sorry, sorry; i don't understanded right. [img]/forums/images/graemlins/confused.gif[/img]
I don't wont to make angry no one...
I hope Valve will release something to start with editing. The Deleted scenes are the only thing that i like in CZ, and like me thousand of people.
I'm wondering if Ritual has used a external script method (like SIN) for the entities or a pure in-editor sisthem, like standard sp for Half-life?
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Old 03-30-2004, 12:54 PM   #9
BrushBaron
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Default Re: Deleted Scenes .fgd

We did use a script language, see if you can find .seq files. If you are familar with scripting in general, you should have a look through all 10 or however many .seq files there are and I'm sure you can learn a lot about how they work.
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Old 03-30-2004, 11:52 PM   #10
NoBody
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Default Re: Deleted Scenes .fgd

how nice of some one to create this topic, now i don't have to [img]/forums/images/graemlins/smile.gif[/img]
any way, i went over here because i started working on a fgd for **||<font color="red">DeLTd</font> sCeNEs"~~ (sorry about that couldn't hold back)
if i was able to get the .def file that you used it would greatly speed up things for me.

459 entity's are allot to go threw for one guy [img]/forums/images/graemlins/shocked.gif[/img]

thanks in advance. and thanks for a grate game experiance.
NoBody (aka wolf @ the Collective)
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Old 03-31-2004, 04:10 AM   #11
Michele
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Default Re: Deleted Scenes .fgd

Quote:
We did use a script language, see if you can find .seq files. If you are familar with scripting in general, you should have a look through all 10 or however many .seq files there are and I'm sure you can learn a lot about how they work.
AArrgh! My nightmare come true. I dont'like too much the scripting method, even if i know that give more power to the editing. This is the reason because i've stopped my SIN editing.
Some quesion: is possible in CZ-DS to bind an entity to another? Example: an elevator that move with the doors, instead of fake them (like in most maps for HL).
And, how the digital camera work? I'm trying to make a sub-urban style map, where the player has no weapon, only the digital camera, and he can go into a warehouse and take photo of two npc talking, than go back to the helicopter (or the SWAT van) without being seen by the enemies on the roof; something in the mood of Spliter Cell.
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Old 03-31-2004, 11:41 AM   #12
Kalabalana
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Default Re: Deleted Scenes .fgd

So you were going to make a mod, but you don't like scripting? So you would rather code then script, because lol, scripting is so hard?
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Old 03-31-2004, 12:01 PM   #13
Michele
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Default Re: Deleted Scenes .fgd

Mmm, no. Take for example Half-Life: making a set of maps does not require any external script, all is done in the editor (i'm talking about entities features, movements....). Simply, the scripting is more complicated than the simple in-editor method, but offers more power in the hand of the designer.
I'v stopped my SIN editing because i've not really understanded the scripting documentation; i hope that CZ DS is more simple, in that way. And i don't code anything; my idea for a mod based on HL was nearly the same thing of DS, (real weapons, gadgets...) only with a gameplay like Swat 3, one shot can kill you (and the same thing the enemies).
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Old 03-31-2004, 12:17 PM   #14
BrushBaron
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Default Re: Deleted Scenes .fgd

The scripting in the .seq files is a lot more simple than SiN scripting. We basically had to write a system that communicated with the HL entities (I think). What I mean is, we didn't rewrite the entity stysem, you could probably do 90% of what you need to with the entities and not use any scripting.

I did very little editing for for CS : DS so, hopefully I can get someone else to answer your taking a photograph question.
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Old 03-31-2004, 12:48 PM   #15
Rusty_le_Cyborg
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Default Re: Deleted Scenes .fgd

Quote:
I did very little editing for for CS : DS so, hopefully I can get someone else to answer your taking a photograph question.
This is what's in the Training seq files relating to Cameras...

Cheers for now


%Cam_Sequence
{
#pause = 1
@Trainer2
//#text = "Pick up the digital camera to continue"
#sound = Training_PickupDigicam
#pause = 2.25 // SOUND FILE ABOVE, LENGTH OF THIS PAUSE MUST BE ADJUSTED ON LOCALIZATION + 0.2 / 0.5 secs

@Trainer2
//#text = "This SAT enabled digital camera is used to relay tactical
//data to command and control from the field"
#sound = Training_SatCam
#pause = 5.8 // SOUND FILE ABOVE, LENGTH OF THIS PAUSE MUST BE ADJUSTED ON LOCALIZATION + 0.2 / 0.5 secs

@Trainer2
//#text = "Take a digital picture of the sensitive equipment on this table to continue"
#sound = Training_TakePic
#pause = 3.95 // SOUND FILE ABOVE, LENGTH OF THIS PAUSE MUST BE ADJUSTED ON LOCALIZATION + 0.2 / 0.5 secs
@Training_Text
#text = "#TRAINING_CAMERA" //#text = "WALK TO THE CAMERA ZONE
//LOOK AT THE BLUEPRINTS AND PRESS ATTACK1
//TO TAKE A PICTURE"

#firetargets = "door_rot"
}

%Cam_Done_Sequence
{
@RadioStyle
//#text = "Picture received! Move on to the next area"
#sound = Training_CNCPicture
#pause = 2.5 // SOUND FILE ABOVE, LENGTH OF THIS PAUSE MUST BE ADJUSTED ON LOCALIZATION + 0.2 / 0.5 secs

#firetargets = "camera_door"
}

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Old 03-31-2004, 05:33 PM   #16
kanaeda
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Default Re: Deleted Scenes .fgd

the part that is missing is the in-editor entity that designates an area as a 'zone' where you use the camera to trigger an event.

The sequence files were a nice way for us to handle a chain of events that involve dialog, sound, subtitles, and triggering of entities. It also gave us the ability to set up different preset 'styles' that included things like text color, size, and position on-screen. It's a very stripped-down and simplified scripting system that helped us handle some of the more complex situations from an external file.
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Old 04-06-2004, 04:34 AM   #17
Michele
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Default Re: Deleted Scenes .fgd

Ritual did some work also on the engine? CZ maps seems more big than the ones in HL; and in an old interwiev with Levelord (i think, maybe i can be wrong) i've readed that mapping for CZ is better than standard HL.
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Old 04-06-2004, 04:41 AM   #18
kanaeda
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Default Re: Deleted Scenes .fgd

from what i remember, there were some changes made to the engine, but nothing drastic by any means. Overall, I'd say that general mapping hasn't changed much, if any. It's definitely easier to put together complex events in CZ with the new scipt-like system instead of using multi_managers and the like.
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Old 04-09-2004, 01:25 AM   #19
Aaron
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Default Re: Deleted Scenes .fgd

I worked all day on this so I hope u like it [img]/forums/images/graemlins/grin.gif[/img]
its a bit rusty and Ill work on end with it until I pretty much have all of the stuff in [img]/forums/images/graemlins/tongue.gif[/img] ........




@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play" : 0
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height"
MaxRange(string) : "Max viewable distance" : "8192"
startdark(choices) : "Level Fade In" : 0 =
[
0 : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : 0 =
[
0 : "No, keep current"
1 : "Yes, clear previous levels"
]
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass studio() = ModelFile
[
model(studio) : "Model"
body(integer) : "Body" : 0
skin(integer) : "Skin" : 0
]
@BaseClass = ZHLT
[
zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 =
[
0: "Normal"
1: "Embedded Fix"
2: "Opaque (Blocks Light)"
3: "Opaque + Embedded Fix"
6: "Opaque + Concave Fix"
]
zhlt_customshadow(integer) : "Shadow Transparency" : 0
light_origin(string) : "Light Origin (Zhlt 2.2+)"
]
@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)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass = Angle
[
angle(integer) : "Z Axis Angle" : 0
]
@BaseClass = Master
[
master(string) : "Master"
]
//Based from the expert fgd for cs 1.6 by Tommy
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Netname
[
netname(target_destination) : "Ent-Specific Target"
]
@BaseClass = Classtype
[
//For example:
// TS1
// TS2
// CTS1
// CTS2
classtype(string) : "Team"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass = Angles
[
Angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster
[
TriggerTarget(target_destination) : "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
]
fadespeed(integer) : "Fade Speed" : 0
deathfadedelay(integer) : "Death Fade Delay" : 0
deathfade(integer) : "Death Fade" : 0
deathangle(integer):"Death Angle":0
language(string) : "Language" : "SP"
]
@BaseClass base(Targetname, Global) = Breakable
[
target(target_destination) : "Target on break"
delay(string) : "Delay before fire" : "0"
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"
]
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : 0 =
[
0: "Nothing"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
[
// Mainly for use with 1009 team settings (game_team_master)
master(string) : "(Team) Master"

spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
]
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 base(Targetname,Target,Targetx, Global, Master, RenderFields, Angles, Appearflags) = Door
[
speed(integer) : "Speed" : 100
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 " : 0
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
netname(string) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Not Solid" : 0
32: "Toggle" : 0
256:"Use Only" : 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 &amp; 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"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
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 size(-16 -16 -16, 16 16 16) base(Targetname, Angles) = gibshooterbase
[
m_iGibs(integer) : "Number of Gibs" : 0
delay(string) : "Delay between shots" : "0"
m_flVelocity(integer) : "Gib Velocity" : 0
m_flVariance(string) : "Course Variance" : "0"
m_flGibLife(string) : "Gib Life" : "4"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]

@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 255 200"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
]
pattern(string) : "Custom Appearance"
_fade(string) : "Fade (ZHLT Only)" : "1.0"
_falloff(Choices) : "Falloff (ZHLT Only)" : 0 =
[
0 : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
]

@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 size(-16 -16 -36, 16 16 36) color(0 255 0) base(Angles, Appearflags) = PlayerClass []
@BaseClass base(Targetname, Global, 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(Targetname, Master, Target) = Trigger
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
style(integer) : "Style" : 32
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
message(string) : "Message (set sound too)"
spawnflags(flags) =
[
4: "Pushables": 0
]
]
//@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon []
///////////////////////
///AMBIENT ENTITIES////
///////////////////////
@PointClass base(Targetname) iconsprite("sprites/CZ/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 (&gt; 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
]
]

//////////////////////
///BUTTON ENTITIES////
//////////////////////

@SolidClass base(Master, Target, Angles, RenderFields, ZHLT) = button_target : "Target Button"
[
spawnflags(flags) =
[
1: "Use Activates" : 1
2: "Start On" : 0
]
]
//////////////////////
///CYCLER ENTITIES////
//////////////////////

@PointClass base(Targetname, Angles, RenderFields) studio() = cycler : "Monster Cycler"
[
model(studio) : "Model"
skin(string) : "Skin" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
framerate(string) : "Amount of original fps" : "1.0"
sequence(integer) : "Animation #" : 0
]

@PointClass base(Targetname, Angles, RenderFields) studio() = cycler_sprite : "Sprite Cycler"
[
model(studio) : "Model"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
health(integer) : "Health" : 0
framerate(string) : "Amount of original fps" : "1.0"
sequence(integer) : "Animation #" : 0
controller(string): "Controllers 0-255" : "0 0 0 0"
]

@PointClass base(TargetName) = cycler_weapon : "cycler_weapon"
[
model(studio) : "Model"
]

@PointClass sprite() base(Targetname, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage : "Wreckage"
[
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" : 2 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(string) : "FX Amount (1 - 255)" : 0
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/dot.spr"
scale(string) : "Scale" : "1.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]

///////////////////
///ENV ENTITIES////
///////////////////

@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)" : "0"
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)" : 0
framerate(string) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "0"
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, Angles) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/EnvSpark.spr") = env_debris : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 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) = env_fade : "Screen Fade"
[
spawnflags(flags) =
[
1: "Fade From" : 0
2: "Modulate" : 0
4: "Activator Only" : 0
]
duration(string) : "Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
]

@PointClass base(Targetname) = env_fog : "Global Fog Properties"
[
rendercolor(color255) : "Fog Color (RGB)" : "0 0 0"
startdist(string) : "Start Distance" : "0"
enddist(string) : "End Distance" : "0"
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = env_funnel : "Large Portal Funnel"
[
spawnflags(flags) =
[
1: "Reverse" : 0
]
]

@PointClass sprite() base(Targetname, RenderFields) 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 iconsprite("sprites/laserbeam.spr") 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)" : 0
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 : "Default"
2 : "Large Radius"
3 : "Play Everywhere"
]
]

@SolidClass base(Targetname,RenderFields) = env_rain : "Rain Entity"
[
spawnflags(flags) =
[
1: "Starts on" : 0
]
]

@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
]

@SolidClass base(Targetname,RenderFields) = env_snow : "Environmental snow"
[
spawnflags(flags) =
[
1: "Starts on" : 0
]
]

@PointClass iconsprite("sprites/CZ/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/CZ/EnvSpark.spr") = env_spark : "Spark"
[
MaxDelay(string) : "Max Delay" : "0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]

@PointClass sprite() base(Targetname, Angles, RenderFields) 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
]
]
////////////////////
///FUNC ENTITIES////
////////////////////

@SolidClass = func_bomb_target : "Bomb target zone"
[
target(target_destination) : "Target (when bomb blows)"
]

@SolidClass base(Breakable,RenderFields,ZHLT) = func_breakable : "Breakable"
[
grenadetouch(integer):"Grenadetouch":0
//this is what weapon or item can damage this breakable
//...for example...
//if you put grenade in this area, it will only be broken by a grenade attack
onlydamagedby(string):"Only damaged by":""
spawnflags(flags) =
[
1 : "Only Trigger" : 0
2 : "Touch" : 0
4 : "Pressure" : 0
256: "Instant Crowbar" : 1
]
_minlight(string) : "Minimum light level"
]


@SolidClass base(Door,Targetname, Global, Master, Target, RenderFields, Angles, ZHLT) = func_button : "Button"
[
netname(target_destination) : "Target Path"
// Path Target overrides Targetted Object
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap &amp; 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"
]
spawnflags(flags) =
[
1: "Don't move" : 0
4: "" : 0
8: "" : 0
32: "Toggle" : 0
64: "Sparks" : 0
256:"Touch Activates": 0
]
_minlight(string) : "Minimum light level"
]

@SolidClass = func_buyzone : "Buy zone"
[
team(choices) : "Team" : 0 =
[
0: "All teams (unassigned)"
1: "Terrorist"
2: "Counter-terrorist"
]
]

@SolidClass base(Targetname, Global, RenderFields, 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 = func_escapezone : "Terrorist escape zone" []

@SolidClass base(RenderFields, ZHLT, Appearflags) = func_friction : "Surface with a change in friction"
[
modifier(integer) : "Percentage of standard (0 - 100)" : 15
]

@SolidClass = func_grencatch : "Grenade Check"
[
triggerongrenade(string) : "Trigger When Grenade Hits"
grenadetype(choices): "grenade type" : 0 =
[
0: "flash"
1: "smoke"
]
disableongrenade(string) : "Disable On Grenade"
]

@SolidClass base(Targetname, Global, RenderFields, ZHLT) = func_guntarget : "Moving platform"
[
target(target_source) : "First stop target"
speed(integer) : "Speed (units per second)" : 100
message(target_source) : "Fire on damage"
health(integer) : "Damage to Take" : 0
_minlight(string) : "Minimum light level"
]

@SolidClass base(Global, RenderFields, ZHLT) = func_healthcharger: "Wall health recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]

@SolidClass = func_hostage_rescue : "Hostage rescue zone" []

@SolidClass base(Targetname, RenderFields, ZHLT) = func_illusionary : "Fake Wall/Light"
[

skin(choices) : "Contents" : -1 =
[
-1: "Empty"
-2: "Solid"
-3: "Water"
-4: "Slime"
-5: "Lava"
-7: "Sky"
-8: "Clip"
-9: "0 Deg Current"
-10: "90 Deg Current"
-11: "180 Deg Current"
-12: "270 Deg Current"
-13: "Up Current"
-14: "Down Current"
-15: "Translucent"
-16: "Ladder"
-17: "FlyField"
-18: "Gravity FlyField"
-19: "Fog"

]
_minlight(string) : "Minimum light level"
]

@SolidClass base(Targetname) = func_ladder : "Ladder" []

@SolidClass base(Targetname) = func_monsterclip : "Monster clip brush" []

@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, Global, Angles, RenderFields, ZHLT, Appearflags) = 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: "Not Solid" : 0
16: "Auto-return" : 0
64: "X Axis" : 0
128: "Y Axis" : 0
]
_minlight(integer) : "_minlight"
skin(choices) : "Contents" : -1 =
[
0: "default"
-1: "Empty"
-3: "water"
-4: "slime: touch drown"
-5: "lava: touch fire death"
-7: "Volumetric Light"
-16: "make ladder"
]
]

@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, Angles, RenderFields, ZHLT, PlatSounds) = 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
256: "Instant Crowbar" : 1
]
friction(integer) : "Friction (0-400)" : 50
buoyancy(integer) : "Buoyancy" : 20
_minlight(string) : "Minimum light level"
]

@SolidClass base(Global, RenderFields, ZHLT) = func_recharge: "Battery recharger"
[
// dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level"
]

@SolidClass base(Targetname, Global, Master, Target, Angles, RenderFields, ZHLT) = func_rot_button : "RotatingButton"
[
delay(string) : "Delay before trigger" : "0"
// changetarget will change the button's target's TARGET field to the button's changetarget.
changetarget(target_destination) : "ChangeTarget Name"
speed(integer) : "Speed" : 50
health(integer) : "Health (shootable if &gt; 0)"
sounds(choices) : "Sounds" : 21 =
[
21: "Squeaky"
22: "Squeaky Pneumatic"
23: "Ratchet Groan"
24: "Clean Ratchet"
25: "Gas Clunk"
]
wait(choices) : "Delay before reset" : 0 =
[
-1: "Stays pressed"
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, Angles, RenderFields, 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_tankmortar : "Brush Mortar Turret"
[
iMagnitude(Integer) : "Explosion Magnitude" : 100
]

@SolidClass base(Trackchange) = 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, Angles, RenderFields, ZHLT) = func_tracktrain : "Track Train"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Not Solid" : 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, 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 velocity (Y Z X)" : "0 0 0"
dmg(integer) : "Damage on crush" : 0
skin(choices) : "Contents (if not solid)" : 0 =
[
0: "default"
-1: "Empty"
-3: "water, swimable train"
-4: "odd slime: touch drowning death"
-5: "odd lava: touch fire death"
-7: "Volumetric Light"
-16: "make odd ladder"
]
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, Angles, RenderFields, ZHLT) = func_vehicle : "Drivable Vehicles"
[
spawnflags(flags) =
[
1 : "No Pitch (X-rot)" : 0
2 : "No User Control" : 0
8 : "Not Solid" : 0
]
target(target_destination) : "First stop target"
sounds(choices) : "Sound" : 0 =
[
0: "None"
1: "Vehicle 1"
2: "Vehicle 2"
3: "Vehicle 3"
4: "Vehicle 4"
5: "Vehicle 6"
6: "Vehicle 7"
]
length(integer) : "Length of the vehicle" : 256
width(integer) : "Width of the vehicle" : 128
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_vehiclecontrols : "Vehicle Controls"
[
target(target_destination) : "Vehicle Name"
]

@SolidClass = func_vip_safetyzone : "VIP safety zone" []

@SolidClass base(Targetname, Global, RenderFields, ZHLT, Appearflags) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
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"
]
]

@SolidClass base(func_wall) = 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 =
[
-1: "Empty"
-3: "Water"
-4: "Slime"
-5: "Lava"
-16: "ladder (only with non ! texture)"
]
WaveHeight(string) : "Wave Height" : "0"
]

///////////////////////////
///GAME PLAYER ENTITIES////
///////////////////////////

@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerEquip.spr") = game_player_equip : "Initial player equipment"
[
master(string) : "Team Master"
spawnflags(flags) =
[
1: "Use Only" : 0
]
weapon_knife (choices) : "Give Knife" : 0 =
[
0: "No"
1: "Yes"
]
weapon_radio (choices) :"Give Radio" : 0 =
[
0: "No"
1: "Yes"
]
weapon_usp (choices) : "Give USP45 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]
weapon_radiocontrolledbomb (choices) : "Give RC Bomb":0=
[
0:"No"
1:"Yes"
]
weapon_blowtorch (choices) : "Give Blow Torch":0=
[
0:"No"
1:"Yes"
]
weapon_fiberopticcamera (choices) : "Give FO Camera":0=
[
0:"No"
1:"Yes"
]
weapon_camera (choices) : "Give Camera":0=
[
0:"No"
1:"Yes"
]
weapon_glock18 (choices) : "Give Glock 18 (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_deagle (choices) : "Give Desert Eagle (50ae Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_p228 (choices) : "Give P-228 (357sig Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_elite (choices) : "Give Beretta Elites (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_fiveseven (choices) : "Give Five-Seven (57mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_m3 (choices) : "Give Benelli M3 (12 Gauge)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_xm1014 (choices) : "Give Benelli XM1014 (12 Gauge)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_mp5navy (choices) : "Give MP5/Navy (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_tmp (choices) : "Give TMP (9mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_p90 (choices) : "Give FN P90 (57mm Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_mac10 (choices) : "Give Mac-10 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_ump45 (choices) : "Give UMP 45 (45acp Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_ak47 (choices) : "Give AK-47 (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_sg552 (choices) : "Give SG552 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_m4a1 (choices) : "Give M4A1 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_aug (choices) : "Give Aug (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_scout (choices) : "Give Scout (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_awp (choices) : "Give AWP (338magnum Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_g3sg1 (choices) : "Give G3/SG-1 (762nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_sg550 (choices) : "Give SG550 (556nato Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

weapon_m249 (choices) : "Give M249 (556natobox Calibre)" : 0 =
[
0: "No"
1: "Yes"
]

item_kevlar (choices) : "Give Kevlar Vest" : 0 =
[
0: "No"
1: "Yes"
]

item_assaultsuit (choices) : "Give Kevlar Vest+Ballistic Helmet" : 0 =
[
0: "No"
1: "Yes"
]

weapon_flashbang (choices) : "Give Flash Bang" : 0 =
[
0: "No"
1: "1"
2: "2"
]

weapon_hegrenade (choices) : "Give High-Explosive Grenade" : 0 =
[
0: "No"
1: "Yes"
]

weapon_smokegrenade (choices) : "Give Smoke Grenade" : 0 =
[
0: "No"
1: "Yes"
]

item_thighpack (choices) : "Give Defuse Kit" : 0 =
[
0: "No"
1: "Yes"
]

weapon_c4 (choices) : "Give C4 Plastique Bomb" : 0 =
[
0: "No"
1: "Yes"
]

ammo_9mm (choices) : "Give 9mm Parabellum Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips (Fill Glock 18)"
4: "4 Clips (Fill Elites, MP5 &amp; TMP)"
]

ammo_45acp (choices) : "Give .45 ACP Ammo" : 0 =
[
0: "No"
1: "1 Clip (12 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill USP45)"
5: "5 Clips"
6: "6 Clips"
7: "7 Clips"
8: "8 Clips (Fill Mac-10)"
9: "9 Clips (Fill UMP 45)"
]

ammo_50ae (choices) : "Give .50 Action Express Ammo" : 0 =
[
0: "No"
1: "1 Clip (7 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips"
5: "5 Clips (Fill Desert Eagle)"
]

ammo_57mm (choices) : "Give 5.7mm Ammo" : 0 =
[
0: "No"
1: "1 Clip (50 Bullets Per Clip)"
2: "2 Clips (Fill Five-Seven &amp; P90)"
]

ammo_357sig (choices) : "Give .357 SIG Ammo" : 0 =
[
0: "No"
1: "1 Clip (13 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill P-228)"
]

ammo_buckshot (choices) : "Give 12 Gauge Ammo" : 0 =
[
0: "No"
1: "1 Clip (8 Shells Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips (Fill Benelli M3, XM1014)"
]

ammo_762nato (choices) : "Give 7.62mm NATO Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips (Fill Scout &amp; G3/S-G1)"
3: "3 Clips (Fill AK-47)"
]

ammo_556nato (choices) : "Give 5.56mm NATO Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Fill SG552 M4A1 Aug SG550"
]

ammo_556natobox (choices) : "Give 5.56mm NATO Box Ammo" : 0 =
[
0: "No"
1: "1 Clip (30 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips"
4: "4 Clips"
5: "5 Clips"
6: "6 Clips"
7: "7 Clips (Fill FN M249 Para)"

]

ammo_338magnum (choices) : "Give .338 Lapua Magnum Ammo" : 0 =
[
0: "No"
1: "1 Clip (10 Bullets Per Clip)"
2: "2 Clips"
3: "3 Clips (Fill AWP)"
]

item_healthkit (choices) : "Give Health Kit" : 0 =
[
0: "No"
1: "1 Healthkit = 15 Health Points"
2: "2 Healthkits = 30 Health Points"
3: "3 Healthkits = 45 Health Points"
4: "4 Healthkits = 60 Health Points"
5: "5 Healthkits = 75 Health Points"
6: "6 Healthkits = 90 Health Points"
7: "7 Healthkits = 100 Health Points"
]

item_battery (choices) : "Give HEV Battery" : 0 =
[
0: "No"
1: "1 Battery = 15 Kevlar Points"
2: "2 Batteries = 30 Kevlar Points"
3: "3 Batteries = 45 Kevlar Points"
4: "4 Batteries = 60 Kevlar Points"
5: "5 Batteries = 75 Kevlar Points"
6: "6 Batteries = 90 Kevlar Points"
7: "7 Batteries = 100 Kevlar Points"
]
item_longjump (choices) : "Give Long Jump Module" : 0 =
[
0: "No"
1: "Yes (An Unrealistic Item)"
]
item_armor(choices) : "Give Armor" : 0 =
[
0: "No"
1: "Yes"
]
]

@PointClass base(Targetname) iconsprite("sprites/CZ/GamePlayerHurt.spr") = game_player_hurt : "Hurts player who fires"
[
master(string) : "Master"
dmg(string) : "Damage To Apply" : "999"
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
]

////////////////////
///INFO ENTITIES////
////////////////////

@PointClass iconsprite("sprites/CZ/HostageRescue.spr") = info_hostage_rescue : "Hostage rescue point" []

//will cause objective failure when triggered
@PointClass base(Targetname) = env_missionfailure : "Failure Management"
[
music(string):"Music":"sound/music/failure"
]

@PointClass base(Targetname) iconsprite("sprites/CZ/EnvTarget.spr") = info_null : "info_null (spotlight target)" []

@PointClass size(-24 -24 -4, 24 24 4) color(255 255 0) = info_node : "ai node" []

@PointClass size(-32 -32 0, 32 32 64) color(255 255 0) = info_node_air : "ai air node" []

@PointClass base(PlayerClass) size(-16 -16 -36, 16 16 36) color(0 0 255) = info_player_start : "Player start" []

@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) iconsprite("sprites/CZ/EnvTarget.spr") = info_target :

"Beam Target" []

@PointClass size(-8 -8 0, 8 8 16) base(Targetname, PlayerClass) = info_teleport_destination : "Teleport destination" []

@PointClass color(255 128 0) = info_texlights : "Texture Light Config" []

@PointClass decal() base(Targetname, Appearflags) = infodecal : "Decal"
[
texture(decal)
]

////////////////////
///ITEM ENTITIES////
////////////////////
@PointClass base(Angle) = item_armor : "Armor"[]

@PointClass studio() base(Angles,Targetname,ModelFile,RenderFields) = item_generic
[
removeonuse(integer) : "Remove on use" : 0
lightmultiplier(integer):"Light Multiplier":0
sequencename(string):"Sequence Name"
]

@PointClass = item_healthkit: "HealthKit"[]

//used on the map cz_worldmap...
//on cz_worldmap:
//a player spawned in a trigger_once entity that triggered this entity
//
//I don't know exactly how this entity works though
@SolidClass base(Targetname) = item_worldmap : "World Map"[]

/////////////////////
///LIGHT ENTITIES////
/////////////////////

@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Light) = light : "Invisible lightsource" []

@PointClass base(Targetname, Target, Light) iconsprite("sprites/CZ/LightEnvironment.spr") = light_environment : "

Environment"
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 270 0"
pitch(integer) : "Pitch" : -90
_diffuse_light(color255) : "Diffuse Light" : "0 0 0 0"
]
@PointClass base(Targetname, Target, Angles, Light) iconsprite("sprites/CZ/LightSpot.spr") = light_spot : "Spotlight"
[
pitch(integer) : "Pitch" : -90
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
]

/////////////////////////
///MOMENTARY ENTITIES////
/////////////////////////

@SolidClass base(Door, ZHLT) = momentary_door : "Momentary/Continuous door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
]
]

@SolidClass base(Targetname, Master, Angles, RenderFields, ZHLT) = momentary_rot_button : "Direct wheel control"
[
target(target_destination) : "Targetted object"
speed(integer) : "Speed" : 50
sounds(choices) : "Sounds" : 0 =
[
0: "None"
1: "Big zap &amp; 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"
13: "Latch Unlocked"
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"
]

///////////////////////
///MONSTER ENTITIES////
///////////////////////
@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_apache : "Apache"[]


@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_assaultrifle : "CT Spetsnaz Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_ct _spetsnaz_grenader:"CT Spetsnaz Grenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_kamikaze : "CT Spetsnaz Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_melee : "CT Spetsnaz Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_mp5 : "CT Spetsnaz MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_pistol : "CT Spetsnaz Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_shotgun : "CT Spetsnaz Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_smg : "CT Spetsnaz SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_spetsnaz_sniperrifle : "CT Spetsnaz Sniper Rifle"[]


@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_assaultrifle : "CT SWAT Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_ct _swat_grenader:"CT SWATGrenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_kamikaze : "CT SWAT Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_melee : "CT SWAT Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_mp5 : "CT SWAT MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_pistol : "CT SWAT Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_shotgun : "CT SWAT Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_smg : "CT SWAT SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_ct_swat_sniperrifle : "CT SWAT Sniper Rifle"[]

@PointClass studio() base(Monster, RenderFields,ModelFile) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script

Monster"
[
spawnflags(flags) =
[
4 : "Not solid" : 0
]
dontfall(integer):"Don't Fall (to floor?)":0
health(integer) : "Health" : 1
deathanim(string) : "Death Animation Name" : ""
]

@PointClass studio() base(Angle,Targetname,Classtype,PlayerClass, RenderFields) = monster_hostage : "Hostage"
[
//Targetnames seen:
//hostage_male1
//hostage_female1
//Classtypes seen:
//CIV
skin(integer):"Skin":0
head(integer):"Head":0//0 through 4 seen
rescuetarget(target_destination):"Resq Target":""
noautoremove(integer):"Noautoremove on resq":0
spawnflags(flags) =
[
2:"???":0
]
]

@PointClass base(Monster,Angle,ClassType,ModelFile,Targetname) = monster_npc : "NPC"
[
//seen 2
cantmove(integer) : "Can't Move" : 0
idleanim(string):"Idle anim name":""
cower(integer):"Cower":0
head(integer):"Head":0
provoke(integer):"Provoke":0
//ALSO SEEN:
//_is_null
//null_null_null_null
usetarget(target_destination) : "Use Target" : "null"
]

@PointClass base(Monster,Angle,Angles,ModelFile) = monster_npc_dead : "Dead NPC"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "On stomach"
3 : "On Table"
]
//For instance...two maps I saw map had 64 and 32 as the weapons
weapons(integer) : "Weapons" : 0
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_assaultrifle : "Terrorist Arctic Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_te rrorist_arctic_grenader:"Terrorist Arctic Grenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_kamikaze : "Terrorist Arctic Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_melee : "Terrorist Arctic Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_mp5 : "Terrorist Arctic MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_pistol : "Terrorist Arctic Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_shotgun : "Terrorist Arctic Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_smg : "Terrorist Arctic SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_arctic_sniperrifle : "Terrorist Arctic Sniper Rifle"[]


@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_assaultrifle : "Terrorist Desert Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_te rrorist_desert_grenader:"Terrorist Desert Grenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_kamikaze : "Terrorist Desert Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_melee : "Terrorist Desert Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_mp5 : "Terrorist Desert MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_pistol : "Terrorist Desert Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_shotgun : "Terrorist Desert Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_smg : "Terrorist Desert SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_desert_sniperrifle : "Terrorist Desert Sniper Rifle"[]


@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_assaultrifle : "Terrorist Jungle Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_te rrorist_jungle_grenader:"Terrorist Jungle Grenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_kamikaze : "Terrorist Jungle Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_melee : "Terrorist Jungle Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_mp5 : "Terrorist Jungle MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_pistol : "Terrorist Jungle Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_shotgun : "Terrorist Jungle Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_smg : "Terrorist Jungle SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_jungle_sniperrifle : "Terrorist Jungle Sniper Rifle"[]


@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_assaultrifle : "Terrorist Russian Assault Rifle"[]

@PointClass base(Monster,Angle,ClassType,ModelFile)=monster_te rrorist_russian_grenader:"Terrorist Russian Grenader"
[
hegrenadeonly(choice):"He Nade Only":0=
[
0:"No"
1:"Yes"
]
]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_kamikaze : "Terrorist Russian Kamikaze"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_melee : "Terrorist Russian Melee"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_mp5 : "Terrorist Russian MP5"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_pistol : "Terrorist Russian Pistol"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_shotgun : "Terrorist Russian Shotgun"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_smg : "Terrorist Russian SMG"[]

@PointClass base(Monster,Angle,Classtype,ModelFile) = monster_terrorist_russian_sniperrifle : "Terrorist Russian Sniper Rifle"[]

@PointClass base(Targetname, Angles,Monster) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(string) : "Childrens' Name"
forcedtarget(target_destination) : "Forced Target" : ""
healthmult(integer):"Health Mult(iplier??)" : 0
spawnflags(Flags) =
[
1 : "Start ON" : 0
// 2 : "PVS On/Off" : 0 // not implemented
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
]
body(integer):"Body":0
skin(integer):"Skin":0
// how many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Number of Monsters" : -1

// if delay is -1, new monster will be made when last monster dies.
// else, delay is how often (seconds) a new monster will be dookied out.
delay(string) : "Frequency" : "5"

// maximum number of live children allowed at one time. (New ones will not be made until one dies)
// -1 no limit
m_imaxlivechildren(integer) : "Max live children" : 5
]
/////////////////////
///MULTI ENTITIES////
/////////////////////

@PointClass base(Targetname) color(255 128 0) iconsprite("sprites/CZ/multi_manager.spr") = multi_manager : "MultiTarget

Manager"
[
spawnflags(Flags) =
[
1 : "multithreaded" : 0
]
]

@PointClass base(Targetname, Target) color(128 255 128) iconsprite("sprites/CZ/MultiSource.spr") = multisource : "

Multisource"
[
globalstate(string) : "Global State Master"
]
////////////////////
///PATH ENTITIES////
////////////////////

@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) size(16 16 16) = path_track : "Train Track Path"
[
target(target_destination) : "Next stop target"
spawnflags(Flags) =
[
1: "Disabled" : 0
2: "Fire once" : 0
4: "Branch Reverse" : 0
8: "Disable train" : 0
]
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 ENTITIES////<br
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Old 04-09-2004, 01:50 AM   #20
Aaron
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Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

yes there have been many improvements such as....
trigger_changekeyvalue which has values saved in it directly which would change the targetted entity on trigger
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Old 04-09-2004, 02:26 AM   #21
Aaron
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Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

oops..... heres the rest


//////////////////////

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
[
duration(string) : "Fade Duration (seconds)" : "2"
holdtime(string) : "Hold Fade (seconds)" : "0"
renderamt(integer) : "Fade Alpha" : 255
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
messagetime(string) : "Show Message delay" : "0"
message(string) : "Message To Display" : ""
loadtime(string) : "Reload delay" : "0"
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) iconsprite("sprites/CZ/PlayerWeaponStrip.spr") = player_weaponstrip

: "Strips player's weapons" []

////////////////////////
///SCRIPTED ENTITIES////
////////////////////////
@PointClass base(Targetname, Targetx) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sentence : "Scripted Sentence"
[
spawnflags(Flags) =
[
1 : "Fire Once" : 1
2 : "Followers Only" : 0
4 : "Interrupt Speech" : 1
8 : "Concurrent" : 0
]
sentence(string) : "Sentence Name" : ""
entity(string) : "Speaker Type"
duration(string) : "Sentence Time" : "3"
radius(integer) : "Search Radius" : 512
refire(string) : "Delay Before Refire" : "3"
listener(string) : "Listener Type"
volume(string) : "Volume 0-10" : "10"
attenuation(Choices) : "Sound Radius" : 0 =
[
0 : "Small Radius"
1 : "Medium Radius"
2 : "Large Radius"
3 : "Play Everywhere"
]
]

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 72) color(255 0 255) = scripted_sequence : "Scripted

Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
0 : "No"
1 : "Walk"
2 : "Run"
4 : "Instantaneous"
5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
4 : "Repeatable" : 0
8 : "Leave Corpse" : 0
32: "No Interruptions" : 0
64: "Override AI" : 0
128: "No Script Movement" : 0
]
]

/////////////////////
///SPEAKER ENTITY////
/////////////////////
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = speaker : "Announcement Speaker"
[
//preset(choices) :"Announcement Presets" : 0 =
//[
// 0: "None"
// 1: "C1A0 Announcer"
// 2: "C1A1 Announcer"
// 3: "C1A2 Announcer"
// 4: "C1A3 Announcer"
// 5: "C1A4 Announcer"
// 6: "C2A1 Announcer"
// 7: "C2A2 Announcer"
// // 8: "C2A3 Announcer"
// 9: "C2A4 Announcer"
// // 10: "C2A5 Announcer"
// 11: "C3A1 Announcer"
// 12: "C3A2 Announcer"
]
message(string) : "Sentence Group Name"
//ARAB_OUTSIDE_YELL
health(integer) : "Volume (10 = loudest)" : 5
spawnflags(flags) =
[
1: "Start Silent" : 0
]
]

///////////////////////
///TRIGGER ENTITIES////
///////////////////////
@PointClass base(Targetx) iconsprite("sprites/CZ/TriggerAuto.spr") = 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(Targetname, Targetx) iconsprite("sprites/CZ/TriggerCamera.spr") = trigger_camera : "Trigger Camera"
[
wait(integer) : "Hold time" : 0
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(Targetname) = trigger_cdaudio : "CD Audio"
[
trackname(string) : "Track Name" : "sound/music/TITLE"
]

@SolidClass base(Targetname,Target) = trigger_changekeyvalue : "Change Key Value"[]

@SolidClass = trigger_changelevel : "Trigger: Change level"
[
targetname(string) : "Name"
map(string) : "New map name"
landmark(string) : "Landmark name"
changetarget(target_destination) : "Change Target"
changedelay(string) : "Delay before change target" : "0"
spawnflags(flags) =
[
1: "No Intermission" : 0
2: "USE Only" : 0
]
]

@PointClass base(Targetname, Targetx) iconsprite("sprites/CZ/TriggerChangetarget.spr") = trigger_changetarget : "Trigger

Change Target"
[
m_iszNewTarget(string) : "New Target"
]


@SolidClass base(Trigger) = trigger_counter : "Trigger counter"
[
spawnflags(flags) =
[
1 : "No Message" : 0
]
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" : 1
]

@SolidClass base(Targetname, Master, Target) = trigger_hurt : "Trigger player hurt"
[
delay(string) : "Delay before trigger" : "0"
spawnflags(flags) =
[
1: "Target Once" : 0
2: "Start Off" : 0
16:"FireClientOnly" : 0
32:"TouchClientOnly" : 0
]
dmg(integer) : "Damage" : 10
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"
]
]

@PointClass base(Targetname,Target) = trigger_killtarget : "Trigger: Kill target"[]

@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" : 0
]

@SolidClass base(Targetname) =
trigger_objective : "Objective"
[
//the objectives are saved in the map's .seq file
objective(string):"Objective (from MAPNAME.seq)":""
notransition(integer):"No Transition":0
]


@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) iconsprite("sprites/CZ/TriggerRelay.spr") = trigger_relay : "Trigger Relay"
[
spawnflags(flags) =
[
1: "Remove On fire" : 0
]
triggerstate(choices) : "Trigger State" : 0 =
[
0: "Off"
1: "On"
2: "Toggle"
]
]

@PointClass base(Targetname) = trigger_sequence : "Sequence File trigger"
[
sequence_file(string):"Sequence File": "SEQUENCE.seq"
sequence_id(string):"Sequence Name":""
spawnflags(flags) =
[
1: "???" : 0
]
]

@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []

@SolidClass base(Target,Master) = trigger_usetool : "Tool Use Zone"
[
//INFO:
//Have this entity target something when a tool is used in the zone...
//(??) tooltarget is for where the player needs to be aiming (??)
//Tools:
//weapon_fiberopticcamera
//weapon_radio
//weapon_camera
//weapon_blowtorch
//weapon_radiocontrolledbomb
//Toolset (guess):
//4 = Camera
//16 = Radio
//32 = RC Bomb
rcbombtarget(target_destination) : "RC Bomb target"
toolname(string) : "Tool Name" : ""
tooltarget(string) : "Tool Target" : ""
toolset(integer):"Tool set (???)" : ""
spawnflags(flags) =
[
1: "Start on???" : 0
]
]
@SolidClass base(Targetname) = trigger_transition : "Trigger: Select Transition Area" []

//////////////////////
///WEAPON ENTITIES////
//////////////////////

@PointClass base(Angle) = weapon_aug : "AUG"[]

@PointClass base(Angle) = weapon_blowtorch : "Blow Torch"[]

// WEAPON_C4 is a planted bomb that requires defusing.
// If the entity is left un-named, it will be be planted automaticly at the start of each round.
// If the entity is named, then only when it is targetted will the bomb will be planted.
// A brief "click" is heard when the bomb is planted, but the voice "The bomb has been planted" does not play.
// The bomb falls to the ground directly beneath the point at which the entity is placed in the map.
// no func_bombtargets or info_bombtargets are needed. Defuse is normal. The bomb cannot be picked up.
// The best way for mappers to control timing is through the use of an outside timer/trigger,
// rather than changing the detonatedelay, which might be overridden by servers.
// "Trigger When Detonated" and "Trigger When Defused" are ONLY for planted bombs.
// If these fields are given targetnames for something that cannot be
// triggered(has no entity), it WILL have unwanted effects.
// MAY HAVE CHANGED WITH CONDITION ZERO DELETED SCENES
@PointClass iconsprite("sprites/CZ/Armoury.spr") base(Targetname, Appearflags, Angles, Targetx, RenderFields) = weapon_c4 :

"C4 Plastique Bomb"
[
detonatedelay(string) : "C4 Detonate Delay" : "20"
detonatetarget(string) : "Trigger When Detonated"
defusetarget(string) : "Trigger When Defused"
]

@PointClass base(Angle) = weapon_camera : "Camera"[]

@PointClass base(Angle) = weapon_elite : "Elite pistol"[]

@PointClass base(Angle) = weapon_fiberopticcamera : "FO Camera"[]

@PointClass base(Angle) = weapon_flashbang : "Flashbang"[]

@PointClass base(Angle) = weapon_g3sg1 : "G3SG1"[]

@PointClass base(Angle) = weapon_hegrenade : "HE Grenade"[]

@PointClass base(Angle) = weapon_knife : "Knife"[]

@PointClass base(Angle) = weapon_mp5navy : "MP5"[]

@PointClass base(Angle) = weapon_m60 : "M60"[]

@PointClass base(Angle) = weapon_m4a1 : "Colt"[]

@PointClass base(Angle) = weapon_radio : "Radio"[]

@PointClass base(Angle) = weapon_radiocontrolledbomb : "RC Bomb"[]

@PointClass base(Angle) = weapon_sg552 : "sg552"[]

@PointClass base(Angle) = weapon_usp : "USP"[]
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Old 04-09-2004, 02:36 AM   #22
Aaron
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Join Date: Apr 2004
Posts: 9
Default Re: Deleted Scenes .fgd

oh ya 4got to say...... copy all of ur CS fgd sprites and paste em and rename folder to CZ
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Old 04-09-2004, 04:12 AM   #23
Michele
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Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

Great! Few days ago i've send an email to one person at Valve. He said me that they are working on a .fgd for Deleted Scenes.

Anyway, good work!
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Old 04-09-2004, 07:04 AM   #24
Rusty_le_Cyborg
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Join Date: Jan 2004
Posts: 135
Default Re: Deleted Scenes .fgd

Umm...sorry for sounding like a complete arse...but what does an fgd file actually do?

Cheers for now

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Old 04-09-2004, 10:01 AM   #25
Michele
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Join Date: Mar 2004
Location: Parma, Italy
Posts: 74
Default Re: Deleted Scenes .fgd

The .fgd is the file that need to be used in hammer, every "big" (CS, Day of Defeat, Opposing Force, Blue Shift...) mod has his own .fgd. An .fgd contain specific data for the mod or game, for example, in the CS .fgd there are specific entities for hostag, hostage zones, bomb plant/defuse zones....; those entities does not exist in Day of Defeat.
If you use Radiant, the .fgd is the same thing of the .def file, but for Hammer
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