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- QQRKSRC1
- // This file has been written by QuArK QuArK 6.4 alpha
- // It's the text version of file: base.qrk
-
- // common hl2-source entities. last changes august/5/2005 by cbxpm.
-
- {
- t_player_size:incl = { bbox = '-16 -16 -24 16 16 32' }
- Toolbox Folders.qtx =
- {
- Toolbox = "New map items..."
- Root = "Common HL2 Entities.qtxfolder"
- Common HL2 Entities.qtxfolder =
- {
-
- // env entities
-
- env_* entities.qtxfolder =
- {
- env_beam:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates a visible beam between two points. T"
- "he points can be attached to entities to make the beam move around"
- "."
- renderamt = "100"
- rendercolor = "255 255 255"
- Radius = "256"
- life = "1"
- BoltWidth = "2"
- NoiseAmplitude = "0"
- texture = "sprites/laserbeam.spr"
- TextureScroll = "35"
- framerate = "0"
- framestart = "0"
- StrikeTime = "1"
- damage = "0"
- TouchType = "0"
- }
- env_beverage:e =
- {
- origin = "0 0 0"
- ;desc = "HL1 Legacy: Beverage Dispenser."
- health = "10"
- beveragetype = "0"
- }
- env_blood:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to spawn blood effects."
- spraydir = "0 0 0"
- color = "0"
- amount = "100"
- }
- env_bubbles:b =
- {
- t_nodrawpoly=!
- ;desc = "An entity used to create a volume in which to spawn bubbles"
- "."
- density = "2"
- frequency = "2"
- current = "0"
- }
- env_credits:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control the rolling credits."
- }
- env_cubemap:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates a sample point for the Cubic Environ"
- "ment Map."
- cubemapsize = "0"
- }
- env_dustpuff:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can emit dust puffs."
- scale = "8"
- speed = "16"
- color = "128 128 128"
- }
- env_effectscript:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that allows you to script special visual effects "
- "via a script file."
- model = "models/Effects/teleporttrail.mdl"
- scriptfile = "scripts/effects/testeffect.txt"
- }
- env_embers:b =
- {
- t_nodrawpoly=!
- ;desc = "An entity used to create a volume in which to spawn fire em"
- "bers."
- particletype = "0"
- density = "50"
- lifetime = "4"
- speed = "32"
- rendercolor = "255 255 255"
- }
- env_entity_igniter:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that catches a target entity on fire. If the enti"
- "ty is an animating model, it will have sprite flames attached to i"
- "ts skeleton. Otherwise the entity will emit particle flame puffs."
- lifetime = "10"
- }
- env_entity_maker:e =
- {
- origin = "0 0 0"
- ;desc = "Spawns the specified entity template at its origin. If set "
- "to auto-spawn, it will spawn the template whenever there's room an"
- "d the player is looking elsewhere."
- }
- env_explosion:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates an explosion at its origin."
- iMagnitude = "100"
- iRadiusOverride = "0"
- fireballsprite = "sprites/zerogxplode.spr"
- rendermode = "5"
- }
- env_fade:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that controls screen fades."
- duration = "2"
- holdtime = "0"
- renderamt = "255"
- rendercolor = "0 0 0"
- }
- env_fire:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that handles a single flame at its origin. The fl"
- "ame causes heat 'damage' to other env_fire entities around it, and"
- " will eventually ignite non-flaming env_fire entities nearby, caus"
- "ing the fire to spread."
- health = "30"
- firesize = "64"
- fireattack = "4"
- firetype = "0"
- ignitionpoint = "32"
- damagescale = "1.0"
- }
- env_firesensor:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that detects changes in heat nearby."
- spawnflags = "1"
- fireradius = "128"
- heatlevel = "32"
- heattime = "0"
- }
- env_firesource:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that provides heat to all nearby env_fire entitie"
- "s. Cannot be extinguished."
- fireradius = "128"
- firedamage = "10"
- }
- env_fog_controller:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that controls the fog and view distance in the ma"
- "p."
- fogenable = "0"
- fogblend = "0"
- use_angles = "0"
- fogcolor = "255 255 255"
- fogcolor2 = "255 255 255"
- fogdir = "1 0 0"
- fogstart = "500.0"
- fogend = "2000.0"
- farz = "-1"
- }
- env_funnel:e =
- {
- origin = "0 0 0"
- ;desc = "HL1 Legacy: Large Portal Funnel"
- }
- env_hudhint:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control the display of HUD hints. HUD hints ar"
- "e used to show the player what key is bound to a particular comman"
- "d."
- }
- env_laser:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates a laser beam between itself and a gi"
- "ven target."
- renderamt = "100"
- rendercolor = "255 255 255"
- width = "2"
- NoiseAmplitude = "0"
- texture = "sprites/laserbeam.spr"
- TextureScroll = "35"
- framestart = "0"
- damage = "100"
- dissolvetype = "None"
- }
- env_lightglow:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that puts an additive glow in the world, mostly u"
- "sed over light sources."
- rendercolor = "255 255 255"
- VerticalGlowSize = "30"
- HorizontalGlowSize = "30"
- MinDist = "500"
- MaxDist = "2000"
- OuterMaxDist = "0"
- GlowProxySize = "2.0"
- }
- env_message:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that draws a text message on player's HUDs."
- messagevolume = "10"
- messageattenuation = "0"
- }
- env_microphone:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that acts as a microphone. It works in one of two"
- " modes. If it has a 'Speaker' set, it picks up all sounds within t"
- "he specified sound range, and rebroadcasts them through the Speake"
- "r entity. In this Speaker mode, it ignores the Hears X spawnflags "
- "and does not fire the SoundLevel output. If it has no Speaker set,"
- " it measures the sound level at a point, and outputs the sound lev"
- "el as a value between 0 and 1. In Measuring mode, it only hears so"
- "unds that match the Hear X spawnflags."
- speaker_dsp_preset = "0"
- spawnflags = "15"
- Sensitivity = "1"
- SmoothFactor = "0"
- MaxRange = "240"
- }
- env_particlelight:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to light the smoke particles emi"
- "tted by env_smokestack entities. Does not light any other particle"
- " types."
- Color = "255 0 0"
- Intensity = "5000"
- directional = "0"
- }
- env_particlescript:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that has special animation events that can be fir"
- "ed by a model with an animation inside its .qc designed foruse by "
- "this entity."
- model = "models/Ambient_citadel_paths.mdl"
- }
- env_physexplosion:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates an explosion at its origin. If the n"
- "o-damage spawnflag is set, the explosion won't be visible, but wil"
- "l apply force to any physics objects within its radius."
- magnitude = "100"
- radius = "0"
- spawnflags = "1"
- }
- env_physimpact:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that will cause a physics impact on another entit"
- "y."
- angles = "0 0 0"
- magnitude = "100"
- distance = "0"
- }
- env_player_surface_trigger:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that monitors the material of the surface the pla"
- "yer is standing on, and fires outputs whenever it changes to/from "
- "a specific material."
- gamematerial = "0"
- }
- env_rotorshooter:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates gibs when it's within the influence "
- "of a helicopter's rotor wash."
- shootsounds = "-1"
- simulation = "0"
- skin = "0"
- rotortime = "1"
- rotortimevariance = "0.3"
- }
- env_screenoverlay:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can display and control a set of screen over"
- "lays, to be displayed over the player's view. Useful for view effe"
- "cts like drunkenness, or teleporter afterimages, etc."
- OverlayTime1 = "1.0"
- OverlayTime2 = "1.0"
- OverlayTime3 = "1.0"
- OverlayTime4 = "1.0"
- OverlayTime5 = "1.0"
- OverlayTime6 = "1.0"
- OverlayTime7 = "1.0"
- OverlayTime8 = "1.0"
- OverlayTime9 = "1.0"
- OverlayTime10 = "1.0"
- }
- env_shake:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control screen shake on players."
- amplitude = "4"
- radius = "500"
- duration = "1"
- frequency = "2.5"
- }
- env_shooter:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that shoots models, or sprites, out of its origin"
- "."
- shootsounds = "-1"
- simulation = "0"
- skin = "0"
- }
- env_smokestack:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that spits out a constant stream of smoke. See pa"
- "rticlezoo.vmf for sample usage. You can place up to two env_partic"
- "lelight entities near the smoke stack to add ambient light to its "
- "particles."
- InitialState = "0"
- BaseSpread = "20"
- SpreadSpeed = "15"
- Speed = "30"
- StartSize = "20"
- EndSize = "30"
- Rate = "20"
- JetLength = "180"
- WindAngle = "0"
- WindSpeed = "0"
- SmokeMaterial = "particle/SmokeStack.vmt"
- twist = "0"
- rendercolor = "255 255 255"
- renderamt = "255"
- }
- env_smoketrail:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates a smoke trail."
- opacity = "0.75"
- spawnrate = "20"
- lifetime = "5.0"
- startcolor = "192 192 192"
- endcolor = "160 160 160"
- emittime = "0"
- minspeed = "10"
- maxspeed = "20"
- mindirectedspeed = "0"
- maxdirectedspeed = "0"
- startsize = "15"
- endsize = "50"
- spawnradius = "15"
- firesprite = "sprites/firetrail.spr"
- smokesprite = "sprites/whitepuff.spr"
- }
- env_soundscape:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control sound in an area. The active soundscap"
- "e at any time is the last one that had line-of-sight to the player"
- ", and was within the radius."
- radius = "128"
- soundscape = "Nothing"
- }
- env_soundscape_proxy:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that acts like a soundscape but gets all of its s"
- "ound parameters from another env_soundscape entity."
- radius = "128"
- }
- env_soundscape_triggerable:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that works like env_soundscape except that it wor"
- "ks in conjunction with trigger_soundscape to determine when a play"
- "er hears it."
- radius = "128"
- soundscape = "Nothing"
- }
- env_spark:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to create sparks at its origin."
- MaxDelay = "0"
- Magnitude = "1"
- TrailLength = "1"
- }
- env_splash:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates a splash effect at its origin. If th"
- "e 'find water surface' spawnflag is set, it will instead trace dow"
- "n below itself to find the water surface on which to create splash"
- "es."
- scale = "8.0"
- spawnflags = "2"
- }
- env_sprite:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that controls the drawing of a sprite in the worl"
- "d."
- framerate = "10.0"
- model = "sprites/glow01.spr"
- GlowProxySize = "2.0"
- }
- env_steam:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to create a jet of steam."
- InitialState = "0"
- type = "0"
- SpreadSpeed = "15"
- Speed = "120"
- StartSize = "10"
- EndSize = "25"
- Rate = "26"
- rendercolor = "255 255 255"
- JetLength = "80"
- renderamt = "255"
- }
- env_sun:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control & draw a sun effect in the sky."
- use_angles = "0"
- pitch = "0"
- rendercolor = "100 80 80"
- size = "16"
- }
- env_texturetoggle:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that allows you to change the textures on other b"
- "rush-built entities."
- }
- env_tonemap_controller:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that controls the HDR tonemapping for the player."
- " Think of it as a method of controlling the exposure of the player"
- "'s eyes."
- }
- env_wind:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control wind in the map. Partially functional."
- minwind = "20"
- maxwind = "50"
- mingust = "100"
- maxgust = "250"
- mingustdelay = "10"
- maxgustdelay = "20"
- gustdirchange = "20"
- }
- env_zoom:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to control the player's FOV. Use"
- "ful for scenes where the player's view is being controlled, or pla"
- "yer-usable binoculars/telescopes, etc."
- Rate = "1.0"
- FOV = "75"
- }
- }
-
- // filter entities
-
- filter_* entities.qtxfolder =
- {
- filter_activator_class:e =
- {
- origin = "0 0 0"
- ;desc = "A filter that filters by the class name of the activator."
- }
- filter_activator_name:e =
- {
- origin = "0 0 0"
- ;desc = "A filter that filters by the name of the activator."
- }
- filter_damage_type:e =
- {
- origin = "0 0 0"
- ;desc = "A damage filter that filters by the type of damage inflicte"
- "d. This can only be used as a damage filter, not as an activator f"
- "ilter."
- damagetype = "64"
- }
- filter_multi:e =
- {
- origin = "0 0 0"
- ;desc = "A filter that tests the activator against multiple filters."
- " This allows you to build more complex filters, such as'Allow anyo"
- "ne on Team 1 who is also class engineer', or 'Allow everyone excep"
- "t classes npc_zombie and npc_headcrab'."
- filtertype = "0"
- Negated = "0"
- }
- }
-
- // func entities
-
- func_* entities.qtxfolder =
- {
- func_areaportal:b =
- {
- t_portalpoly=!
- ;desc = "A portal brush used to manage visibility in maps. Portals d"
- "efine areas, which are spaces that are connected in the map. Both "
- "sides of a portal cannot touch the same area, for example, a dough"
- "nut shaped map would require at least two portals to divide the ma"
- "p into two areas. A linear map could be divided into two areas wit"
- "h a single area portal."
- StartOpen = "0"
- }
- func_areaportalwindow:b =
- {
- t_portalpoly=!
- ;desc = "An entity that can be used to optimize the visibility in a "
- "map. If you seal off an area with them, when the viewer moves the "
- "specified distance away from them, they will go opaque and the par"
- "ts inside the area will not be drawn. The 'target' brush model sho"
- "uld enclose the func_areaportal window so no parts of it are culle"
- "d by the window. If you use the optional foreground brush model, t"
- "hen it should enclose the 'target' brush model."
- FadeStartDist = "128"
- FadeDist = "512"
- TranslucencyLimit = "0.2"
- }
- func_breakable:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that can be broken from damage, or an input."
- minhealthdmg = "0"
- physdamagescale = "1.0"
- }
- func_breakable_surf:b =
- {
- t_nodrawpoly=!
- ;desc = "A breakable surface, for partially breakable glass / tile /"
- " etc. All faces but the desired visible one must be marked as NOD"
- "RAW and thatface must be 4 sided. The material applied to the vis"
- "ible face must be set up to be breakable."
- health = "5"
- fragility = "100"
- surfacetype = "0"
- upperleft = "0 0 0"
- upperright = "0 0 0"
- lowerright = "0 0 0"
- lowerleft = "0 0 0"
- }
- func_brush:b =
- {
- t_detailpoly=!
- ;desc = "An brush built entity with various features."
- Solidity = "0"
- solidbsp = "0"
- }
- func_button:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that's designed to be used for a player-usea"
- "ble button. When used by the player, it moves to a pressed positio"
- "n."
- movedir = "0 0 0"
- speed = "5"
- health = "0"
- lip = "0"
- sounds = "0"
- wait = "3"
- spawnflags = "1024"
- locked_sound = "0"
- unlocked_sound = "0"
- locked_sentence = "0"
- unlocked_sentence = "0"
- }
- func_clip_vphysics:b =
- {
- t_nodrawpoly=!
- ;desc = "A brush entity that's considered solid to vphysics."
- }
- func_conveyor:b =
- {
- t_detailpoly=!
- ;desc = "Conveyor Belt"
- movedir = "0 0 0"
- speed = "100"
- }
- func_detail:b =
- {
- t_detailpoly=!
- ;desc = "An entity that turns its brushes into detail brushes. Detai"
- "l brushes do NOT contribute to visibility in the PVS. World geomet"
- "ry is not clipped to detail brushes, so if you have a small detail"
- " clump attached to a wall, the wall won't be cut up by the detail "
- "brush.func_detail is great for high-frequency brush geometry that'"
- "s visual detail only. It is also ideal for reducing map VIS time."
- }
- func_door:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity for use as a player-useable door."
- movedir = "0 0 0"
- }
- func_door_rotating:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity for use as a rotating player-useable door."
- distance = "90"
- solidbsp = "0"
- }
- func_dustcloud:b =
- {
- t_triggerpoly=!
- ;desc = "A brush entity that spawns a translucent dust cloud within "
- "its volume."
- Alpha = "30"
- SizeMin = "100"
- SizeMax = "200"
- }
- func_dustmotes:b =
- {
- t_triggerpoly=!
- ;desc = "A brush entity that spawns sparkling dust motes within its "
- "volume."
- SizeMin = "10"
- SizeMax = "20"
- Alpha = "255"
- }
- func_guntarget:b =
- {
- t_detailpoly=!
- ;desc = "This is a moving target that moves along a path of path_tra"
- "cks. It can be shot and killed."
- speed = "100"
- health = "0"
- }
- func_illusionary:b =
- {
- t_detailpoly=!
- ;desc = "Legacy support. Use func_brush instead."
- }
- func_ladderendpoint:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to specify the endpoints of a ladder. This e"
- "ntity is functional, but has been replaced by the easier-to-use fu"
- "nc_useableladder entity. Left in only for backwards-compatibility!"
- "\n\nTo be valid, a full sized player hull traced between the start"
- " and end points must not be obstructed at level activation time. T"
- "he angle determines in which direction the player leaves the ladde"
- "r if the player presses the +jump button.\n\nNote: This entity is "
- "non-functional in Counter-Strike: Source. In CS:S, use func_ladder"
- " instead."
- }
- func_lod:b =
- {
- t_detailpoly=!
- ;desc = "Brush-built model that fades out over a specified distance."
- " Useful for creating world detail that doesn't need to be drawn fa"
- "r away, for performance reasons."
- DisappearDist = "2000"
- Solid = "0"
- }
- func_movelinear:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that moves linearly along a given distance, "
- "in a given direction."
- movedir = "0 0 0"
- startposition = "0"
- speed = "100"
- movedistance = "100"
- blockdamage = "0"
- }
- func_occluder:b =
- {
- t_occluderpoly=!
- ;desc = "A occluder brush used to manage dynamic visibility in maps."
- " Occluders are used to dynamically determine what things are behin"
- "d them, to prevent trying to draw them at all."
- StartActive = "1"
- }
- func_physbox:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that's physically simulated."
- spawnflags = "524288"
- Damagetype = "0"
- massScale = "0"
- damagetoenablemotion = "0"
- forcetoenablemotion = "0"
- health = "0"
- preferredcarryangles = "0 0 0"
- notsolid = "0"
- }
- func_platrot:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that moves vertically, and can rotate while "
- "doing so."
- spawnflags = "1"
- speed = "50"
- height = "0"
- rotation = "0"
- }
- func_precipitation:b =
- {
- t_triggerpoly=!
- ;desc = "A brush entity that creates rain and snow inside its volume"
- "."
- renderamt = "5"
- rendercolor = "100 100 100"
- preciptype = "0"
- }
- func_rot_button:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that's designed to be used for a rotating pl"
- "ayer-useable button. When used by the player, it rotates to a pres"
- "sed position."
- speed = "50"
- health = "0"
- sounds = "21"
- wait = "3"
- distance = "90"
- }
- func_rotating:b =
- {
- t_detailpoly=!
- ;desc = "A rotating brush entity."
- maxspeed = "100"
- fanfriction = "20"
- volume = "10"
- spawnflags = "512"
- dmg = "0"
- solidbsp = "0"
- }
- func_smokevolume:b =
- {
- t_triggerpoly=!
- ;desc = "A brush entity that spawns smoke particles within its volum"
- "e."
- Color1 = "255 255 255"
- Color2 = "255 255 255"
- material = "particle/smoke_grenade1"
- ParticleDrawWidth = "120"
- ParticleSpacingDistance = "80"
- DensityRampSpeed = "1"
- RotationSpeed = "10"
- MovementSpeed = "10"
- Density = "1"
- }
- func_tanktrain:b =
- {
- t_detailpoly=!
- ;desc = "A moving train that follows a path of path_track entities, "
- "shoots at the player, and can be killed.\nNOTE: Build your train s"
- "o that the front of the train is facing down the X axis. When it s"
- "pawns it will automatically rotate to face the next path_track on "
- "the path."
- health = "100"
- }
- func_trackautochange:b =
- {
- t_detailpoly=!
- ;desc = "An entity that works as a rotating/moving platform that wil"
- "l carry a train to a new track. It must be larger in X-Y planar ar"
- "ea than the train, since it must contain the train within these di"
- "mensions in order to operate when the train is near it."
- }
- func_trackchange:b =
- {
- t_detailpoly=!
- ;desc = "An entity that works as a rotating/moving platform that wil"
- "l carry a train to a new track. It must be larger in X-Y planar ar"
- "ea than the train, since it must contain the train within these di"
- "mensions in order to operate when the train is near it."
- }
- func_tracktrain:b =
- {
- t_detailpoly=!
- ;desc = "A moving platform that the player can ride. It follows a pa"
- "th of path_track entities.\nNOTE: Build your train so that the fro"
- "nt of the train is facing down the X axis. When it spawns it will "
- "automatically rotate to face the next path_track on the path."
- }
- func_traincontrols:b =
- {
- t_detailpoly=!
- ;desc = "When used by the player, this entity overrides the player's"
- " controls to let them drive a train."
- }
- func_useableladder:e =
- {
- origin = "0 0 0"
- ;desc = "A Half-Life 2 ladder. Handles player auto mount/unmount, as"
- " well as +use to get onto the ladder. \n\nSee also 'info_ladder_di"
- "smount', used to specify ladder auto-dismount points.\n\nNote: Thi"
- "s entity is non-functional in Counter-Strike: Source. Use func_lad"
- "der instead."
- StartDisabled = "0"
- point0 = "0 0 0"
- point1 = "0 0 0"
- }
- func_wall:b =
- {
- t_detailpoly=!
- ;desc = "Legacy support. Use func_brush instead."
- }
- func_wall_toggle:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that can be toggled on/off. When off, the br"
- "ush will be non-solid and invisible. Does not cast lightmap shadow"
- "s."
- }
- func_water_analog:b =
- {
- t_detailpoly=!
- ;desc = "A water brush entity that moves linearly along a given dist"
- "ance, in a given direction"
- movedir = "0 0 0"
- startposition = "0"
- speed = "100"
- movedistance = "100"
- WaveHeight = "3.0"
- }
- }
-
- // game entities
-
- game_* entities.qtxfolder =
- {
- game_end:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that ends a multiplayer game."
- }
- game_player_equip:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that gives equipment to the player who activates "
- "it. To use, add new keys to this entity, where each key is the cla"
- "ssname of a weapon/item, and the corresponding value is the number"
- " of those weapons/items to give to the player who uses this entity"
- ". If the 'Use Only' spawnflag isn't set, then players can just tou"
- "ch this entity to get the equipment."
- }
- game_player_team:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that changes the team of the player who activates"
- " it."
- }
- game_ragdoll_manager:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control the number of ragdolls in the world, f"
- "or performance reasons."
- MaxRagdollCount = "-1"
- }
- game_score:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that awards/deducts points from the player who ac"
- "tivates it."
- points = "1"
- }
- game_text:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that displays text on player's screens."
- x = "-1"
- y = "-1"
- effect = "0"
- color = "100 100 100"
- color2 = "240 110 0"
- fadein = "1.5"
- fadeout = "0.5"
- holdtime = "1.2"
- fxtime = "0.25"
- channel = "1"
- }
- game_ui:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to override player input when the player is "
- "looking at it."
- spawnflags = "480"
- FieldOfView = "-1.0"
- }
- game_weapon_manager:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to limit the number of a particular weapon t"
- "ype in the world. Useful in places where NPCs are spawning rapidly"
- ", dying, and dropping weapons."
- maxpieces = "0"
- }
- game_zone_player:b =
- {
- t_triggerpoly=!
- ;desc = "An entity used to count the number of players within a zone"
- "."
- }
- }
-
- // info entities
-
- info_* entities.qtxfolder =
- {
- info_camera_link:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can use point_cameras to render images for m"
- "aterials used by entities. To author the material, use the special"
- " identifier _rt_Camera for the $baseTexture (or whatever texture y"
- "ou want, like envmap, etc.) in the .vmt then connect the 'target' "
- "field to the entity which uses that material, and the 'PointCamera"
- "' field to the point_camera you want to have appear on that entity"
- "'s material"
- }
- info_constraint_anchor:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to attach constraints to a local position on"
- " an entity. Usually constraints will attach to the center of mass "
- "of an object. Attach the desired constraint to this entity, and th"
- "en parent this entity to the entity you want the constraint to app"
- "ly to."
- massScale = "1"
- }
- info_hint:e =
- {
- origin = "0 0 0"
- ;desc = "A hint that is not used for navigation. They don't go into "
- "the nodegraph, nor do they fall to the ground. Use these to provid"
- "e some spatial context for NPCs, such as 'look here if you can't f"
- "ind the player' or 'throw rocks at this spot'."
- }
- info_intermission:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that defines an intermission spot where dead play"
- "ers will float until they respawn."
- }
- info_ladder_dismount:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to handle endpoints for multiple ladders that are"
- " too close to each other."
- }
- info_landmark:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that acts as a landmark for transitions to anothe"
- "r level. There should be a corresponding info_landmark entity in t"
- "he next map. Entities will be transitioned to the next level relat"
- "ive to the info_landmark entities."
- }
- info_lighting:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to change the lighting origin of"
- " a prop_static. Set the prop_static's Lighting Origin to point at "
- "this entity to make the prop_static light as if it was at the info"
- "_lighting's origin. Good for prop_static entities that are embedde"
- "d in world geometry (like rocks/windows/etc)."
- }
- info_mass_center:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that overrides the mass center of the target phys"
- "ics prop, or func_physbox, by moving it to the info_mass_center's "
- "location."
- }
- info_no_dynamic_shadow:e =
- {
- origin = "0 0 0"
- ;desc = "Use this entity to mark surfaces that shouldn't receive dyn"
- "amic shadows. Useful to apply to walls and floors where shadows ar"
- "e drawn improperly, giving away the location of enemies."
- }
- info_node:e =
- {
- origin = "0 0 0"
- ;desc = "A navigation node for ground moving NPCs. Navigation nodes "
- "are baked into the nodegraph so that NPCs can move to them. Ground"
- " nodes fall to the ground when they spawn."
- }
- info_node_air:e =
- {
- origin = "0 0 0"
- ;desc = "A navigation node for flying NPCs. Air navigation nodes are"
- " baked into the nodegraph so that NPCs can move to them. Air nodes"
- " do not fall to the ground when they spawn."
- nodeheight = "0"
- }
- info_node_air_hint:e =
- {
- origin = "0 0 0"
- ;desc = "A navigation node for flying NPCs that includes some contex"
- "t information for NPCs that are interested in it. The hint might i"
- "ndicate a window that could be looked into, or an item of interest"
- " that could be commented on. Many hint nodes are NPC-specific, so "
- "it's helpful to use naming conventions like 'Crow: Fly to point' i"
- "n the hint choices list. The angles of a hint node indicate what d"
- "irection the NPC should face to perform the hint behavior."
- nodeheight = "0"
- }
- info_node_climb:e =
- {
- origin = "0 0 0"
- ;desc = "A climb-node for AI navigation. Only usable by NPCs that ca"
- "n climb."
- }
- info_node_hint:e =
- {
- origin = "0 0 0"
- ;desc = "A navigation node for ground moving NPCs that includes some"
- " context information for NPCs that are interested in it. The hint "
- "might indicate a window that could be looked out of, or an item of"
- " interest that could be commented on. Many hint nodes are NPC-spec"
- "ific, so it's helpful to use naming conventions like 'Crow: Fly to"
- " point' in the hint choices list. The angles of a hint node indica"
- "te what direction the NPC should face to perform the hint behavior"
- ".\n\nIt's important to understand the distinction between scripts,"
- " such as scripted_sequence and scripted_schedule, and info_hint en"
- "tities. Scripts summon NPCs to specific cue points to play their p"
- "arts, while hints provide context information to the AI that they "
- "use to perform their behaviors. Hints require code support in the "
- "NPC, while scripts are generic and may require only animations to "
- "play. Use a hint if the behavior is driven by the AI, use a script"
- " if the behavior is driven by the map."
- }
- info_node_link:e =
- {
- origin = "0 0 0"
- ;desc = "A dynamic connection between two navigation nodes. You spec"
- "ify the node IDs of the start and end nodes, and then you can use "
- "entity I/O to turn on and off the connection. This could be used t"
- "o create or destroy a connection in the nodegraph because of some "
- "event in your map (a bridge being created/destroyed, etc)."
- initialstate = "1"
- }
- info_node_link_controller:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that controls all connections between nodes that "
- "intersect the controller's volume. This allows for mass enabling/d"
- "isabling of all node connections through a volume."
- mins = "-8 -32 -36"
- maxs = "8 32 36"
- initialstate = "1"
- }
- info_npc_spawn_destination:e =
- {
- origin = "0 0 0"
- ;desc = "NPC Spawn Destination. (Consult npc_template_maker help for"
- " more info)"
- ReuseDelay = "1"
- }
- info_null:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that's immediately removed on spawning. Useful as"
- " a spotlight target."
- }
- info_overlay:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that places an overlay on the world."
- RenderOrder = "0"
- StartU = "0.0"
- EndU = "1.0"
- StartV = "0.0"
- EndV = "1.0"
- }
- info_player_start:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "This entity indicates the position and facing direction at "
- "which the player will spawn. Any number of info_player_start entit"
- "ies may be placed in a map for when working in cordoned-off portio"
- "ns of the map. When multiple info_player_start entities are presen"
- "t in a map, set the 'Master' spawnflag on one of them to indicate "
- "which one should be used when running the entire map."
- }
- info_projecteddecal:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that projects a decal onto the world (or props). "
- "If the decal has no target name, it will immediately apply itself "
- "when the level is loaded. If it has a name specified, it won't app"
- "ly until it receives the 'Activate' input."
- Distance = "64"
- }
- info_target:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that does nothing. Very useful as a positioning e"
- "ntity for other entities to refer to (i.e. the endpoint of an env_"
- "beam)"
- }
- info_teleport_destination:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that does nothing itself, but can be used to spec"
- "ify the destination for a trigger_teleport entity. An info_target "
- "can be used instead."
- }
- }
-
- // keyframe entities
-
- keyframe_* entities.qtxfolder =
- {
- keyframe_rope:e =
- {
- origin = "0 0 0"
- ;desc = "A node entity that marks a point in a rope. The first node "
- "in the rope should be a move_rope, followed by 1 or more keyframe_"
- "ropes."
- }
- keyframe_track:e =
- {
- origin = "0 0 0"
- ;desc = "Animation KeyFrame"
- }
- }
-
- // light entities
-
- light_* entities.qtxfolder =
- {
- light:e =
- {
- origin = "0 0 0"
- ;desc = "An invisible omnidirectional lightsource."
- _distance = "0"
- }
- light_dynamic:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "An invisible lightsource that changes in some way over time"
- "."
- _light = "255 255 255 200"
- brightness = "0"
- _inner_cone = "30"
- _cone = "45"
- pitch = "-90"
- distance = "120"
- spotlight_radius = "80"
- style = "0"
- }
- light_environment:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Sets the color and angle of the light from the sun and sky."
- pitch = "0"
- _light = "255 201 128 210"
- _ambient = "103 143 184 50"
- }
- light_spot:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "An invisible and directional spotlight."
- _inner_cone = "30"
- _cone = "45"
- _exponent = "1"
- _distance = "0"
- pitch = "-90"
- }
- }
-
- // logic entities
-
- logic_* entities.qtxfolder =
- {
- logic_auto:e =
- {
- origin = "0 0 0"
- ;desc = "Fires outputs when a map spawns. If 'Remove on fire' flag i"
- "s set the logic_auto is deleted after firing. It can be set to che"
- "ck a global state before firing. This allows you to only fire even"
- "ts based on what took place in a previous map."
- spawnflags = "1"
- }
- logic_autosave:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that is used to force an autosave."
- NewLevelUnit = "0"
- }
- logic_branch:e =
- {
- origin = "0 0 0"
- ;desc = "Tests a boolean value and fires an output based on whether "
- "the value is true or false. Use this entity to branch between two "
- "potential sets of events."
- }
- logic_case:e =
- {
- origin = "0 0 0"
- ;desc = "Compares an input to up to 16 preset values. If the input v"
- "alue is the same as any of the preset values, an output correspond"
- "ing to that value is fired.\n\nFor example: if Case01 is set to 2 "
- "and Case02 is set to 5, and the input value is 5, the OnCase02 out"
- "put will be fired.\n\nThis entity can also be used to select from "
- "a number of random targets via the PickRandom input. One of the On"
- "Case outputs that is connected to another entity will be picked at"
- " random and fired."
- }
- logic_collision_pair:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to enables/disable vphysics coll"
- "isions between two target entities."
- startdisabled = "1"
- }
- logic_compare:e =
- {
- origin = "0 0 0"
- ;desc = "Compares an input value to another value. If the input valu"
- "e is less than the compare value, the OnLessThan output is fired w"
- "ith the input value. If the input value is equal to the compare va"
- "lue, the OnEqualTo output is fired with the input value. If the in"
- "put value is greater than the compare value, the OnGreaterThan out"
- "put is fired with the input value."
- }
- logic_lineto:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that calculates and outputs a vector from one ent"
- "ity to another."
- }
- logic_measure_movement:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can measure the movement of an entity relati"
- "ve to another entity and apply that movement to a third entity."
- TargetScale = "1"
- MeasureType = "0"
- }
- logic_multicompare:e =
- {
- origin = "0 0 0"
- ;desc = "Compares a set of inputs to each other. If they are all the"
- " same, fires an OnEqual output. If any are different, fires the On"
- "NotEqual output."
- ShouldComparetoValue = "0"
- }
- logic_navigation:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that is used to set navigation properties on othe"
- "r entities. Useful to make NPCs ignore physics props in their way "
- "that they can easily push."
- target = "Name of the entity to set navigation properties on."
- spawnflags = "1"
- navprop = "Ignore"
- }
- logic_relay:e =
- {
- origin = "0 0 0"
- ;desc = "A message forwarder. Fires an OnTrigger output when trigger"
- "ed, and can be disabled to prevent forwarding outputs.\n\nUseful a"
- "s an intermediary between one entity and another for turning on or"
- " off an I/O connection, or as a container for holding a set of out"
- "puts that can be triggered from multiple places."
- }
- logic_timer:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that fires a timer event at regular, or random, i"
- "ntervals. It can also be set to oscillate betweena high and low en"
- "d, in which case it will fire alternating high/low outputs each ti"
- "me it fires."
- UseRandomTime = "0"
- }
- }
-
- // math entities
-
- math_* entities.qtxfolder =
- {
- math_colorblend:e =
- {
- origin = "0 0 0"
- ;desc = "Used to create a blend between two colors for controlling t"
- "he color of another entity."
- spawnflags = "1"
- inmin = "0"
- inmax = "1"
- colormin = "0 0 0"
- colormax = "255 255 255"
- }
- math_counter:e =
- {
- origin = "0 0 0"
- ;desc = "Holds a numeric value and performs arithmetic operations up"
- "on it. If either the minimum or maximum legal value is nonzero, Ou"
- "tValue will be clamped to the legal range, and the OnHitMin/OnHitM"
- "ax outputs will be fired at the appropriate times. If both min and"
- " max are set to zero, no clamping is performed and only the OutVal"
- "ue output will be fired."
- startvalue = "0"
- min = "0"
- max = "0"
- }
- math_remap:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that remaps a range of input values to a given ra"
- "nge of output values."
- spawnflags = "1"
- in1 = "0"
- in2 = "1"
- }
- }
-
- // move entities
-
- move_* entities.qtxfolder =
- {
- move_keyframed:e =
- {
- origin = "0 0 0"
- ;desc = "Keyframed Move Behavior"
- }
- move_rope:e =
- {
- origin = "0 0 0"
- ;desc = "The first node in set of nodes that are used to place ropes"
- " in the world. It should connect to 1 or more keyframe_rope entiti"
- "es."
- PositionInterpolator = "2"
- }
- move_track:e =
- {
- origin = "0 0 0"
- ;desc = "Track Move Behavior"
- WheelBaseLength = "50"
- Damage = "0"
- NoRotate = "0"
- }
- }
-
- // npc entities
-
- npc_* entities.qtxfolder =
- {
- npc_furniture:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used for non-NPCs that need to synchronise their "
- "animation with an NPC in a scripted_sequence. Usually a pieceof fu"
- "rniture or door that an NPC needs to manipulate within a scripted_"
- "sequence."
- }
- npc_template_maker:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates NPCs. The NPCs it creates are clones"
- " of a template NPC. NPCs are spawned around this maker's origin, o"
- "r at specified destination points."
- Radius = "256"
- CriterionVisibility = "2"
- CriterionDistance = "2"
- }
- }
-
- // other entities
-
- other entities.qtxfolder =
- {
- ai_speechfilter:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to control the idle speech patte"
- "rns of a set of NPCs."
- IdleModifier = "1.0"
- NeverSayHello = "0"
- }
- ambient_generic:e =
- {
- origin = "0 0 0"
- ;desc = "Universal ambient sound. Use it to play and control a singl"
- "e sound."
- health = "10"
- preset = "0"
- volstart = "0"
- fadein = "0"
- fadeout = "0"
- pitch = "100"
- pitchstart = "100"
- spinup = "0"
- spindown = "0"
- lfotype = "0"
- lforate = "0"
- lfomodpitch = "0"
- lfomodvol = "0"
- cspinup = "0"
- radius = "1250"
- spawnflags = "48"
- }
- cycler:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to display a model for testing purposes. Sho"
- "oting it with cycle through the model's animations."
- skin = "0"
- sequence = "0"
- }
- gibshooter:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that shoots out gibs. Style of body part depends "
- "on language type."
- }
- infodecal:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that places a decal on the world. If the decal ha"
- "s no target name, it will immediately apply itself when the level "
- "is loaded. If it has a name specified, it won't apply until it rec"
- "eives the 'Activate' input."
- LowPriority = "0"
- }
- material_modify_control:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that can be used to directly control material var"
- "s. To use it, you need to read the .vmt of the material you intend"
- " to change. Parent this entity to a brush model entity who's mater"
- "ial you want to control."
- }
- momentary_rot_button:b =
- {
- t_detailpoly=!
- ;desc = "A brush entity that's designed to be used for rotating whee"
- "ls, where the player can rotate them to arbitrary positions before"
- " stopping."
- speed = "50"
- sounds = "0"
- distance = "90"
- returnspeed = "0"
- spawnflags = "1057"
- startposition = "0"
- startdirection = "Forward"
- solidbsp = "0"
- }
- path_track:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to build paths for other entities to follow."
- " Each path_track is a node on the path, each holding the name of t"
- "he next path_track in the path."
- speed = "0"
- radius = "0"
- orientationtype = "1"
- }
- physics_cannister:e =
- {
- origin = "0 0 0"
- ;desc = "A physically simulated gas cannister that can have its cap "
- "shot off, at which point gas will start escaping and cause the can"
- "nister to fly around. If it takes enough damage, it will explode."
- model = "models/fire_equipment/w_weldtank.mdl"
- spawnflags = "2"
- expdamage = "200.0"
- expradius = "250.0"
- health = "25"
- thrust = "3000.0"
- fuel = "12.0"
- rendercolor = "255 255 255"
- renderamt = "128"
- gassound = "ambient/objects/cannister_loop.wav"
- }
- shadow_control:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control the shadows in the map."
- angles = "80 30 0"
- color = "128 128 128"
- distance = "75"
- }
- sky_camera:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to control the 3D Skybox. Its origin is used"
- " to determine the 3D Skybox's position relative to the map. Place "
- "this entity, in the 3D Skybox, at the point where the origin of th"
- "e map should be."
- scale = "16"
- fogenable = "0"
- fogblend = "0"
- use_angles = "0"
- fogcolor = "255 255 255"
- fogcolor2 = "255 255 255"
- fogdir = "1 0 0"
- fogstart = "500.0"
- fogend = "2000.0"
- }
- tanktrain_ai:e =
- {
- origin = "0 0 0"
- ;desc = "Train chase AI"
- startsound = "vehicles/diesel_start1.wav"
- enginesound = "vehicles/diesel_turbo_loop1.wav"
- movementsound = "vehicles/tank_treads_loop1.wav"
- }
- tanktrain_aitarget:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that changes the target of a tanktrain_ai entity."
- }
- test_traceline:e =
- {
- origin = "0 0 0"
- ;desc = "A debugging tool for testing tracelines."
- }
- vgui_screen:e =
- {
- origin = "0 0 0"
- ;desc = "A VGUI screen. Useful for in-world monitors."
- }
- water_lod_control:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to control the LOD behavior of any water in "
- "the map. If your map has water, this entity is required."
- cheapwaterstartdistance = "1000"
- cheapwaterenddistance = "2000"
- }
- worldspawn:b =
- {
- ;desc = "This is the world entity. Each map can only contain one, an"
- "d it's automatically created for you."
- }
- }
-
- // phys entities
-
- phys_* entities.qtxfolder =
- {
- phys_ballsocket:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that keeps the position of two objects fixed, "
- "relative to the constraint's origin. It does not affect rotation."
- }
- phys_constraint:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that keeps the relative position and orientati"
- "on of two objects fixed."
- spawnflags = "1"
- }
- phys_constraintsystem:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to manage a group of interacting constraints"
- " and keep them stable. All constraints on a set of entities should"
- " be placed in the same system, or they will fight each other durin"
- "g simulation."
- additionaliterations = "0"
- }
- phys_convert:e =
- {
- origin = "0 0 0"
- ;desc = "Turns an arbitrary entity into a physically simulated entit"
- "y. i.e. brush entities will behave like func_physbox, model entiti"
- "es behave like prop_physics."
- }
- phys_hinge:e =
- {
- origin = "0 0 0"
- ;desc = "A physically simulated hinge. Use the helper to define the "
- "axis of rotation."
- hingefriction = "0"
- SystemLoadScale = "1"
- }
- phys_keepupright:e =
- {
- origin = "0 0 0"
- ;desc = "A controller that tries to keep an entity facing a particul"
- "ar direction."
- angularlimit = "15"
- }
- phys_lengthconstraint:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that preserves the distance between two entiti"
- "es. If the 'Keep Rigid' flag is set, think of it as a rod. If not,"
- " think off it as a virtual rope."
- addlength = "0"
- minlength = "0"
- attachpoint = "The position the rope attaches to object 2"
- spawnflags = "1"
- }
- phys_magnet:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that acts like a magnet, attaching metallic physi"
- "cs objects to itself when they touch it."
- forcelimit = "0"
- torquelimit = "0"
- massScale = "0"
- maxobjects = "0"
- }
- phys_motor:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that tries to spin a target entity at a particula"
- "r speed."
- speed = "0"
- spinup = "1"
- inertiafactor = "1.0"
- spawnflags = "5"
- }
- phys_pulleyconstraint:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that is essentially two length constraints and"
- " two points. Imagine it as a virtual rope connected to two objects"
- ", each suspended from a pulley above them.The constraint keeps the"
- " sum of the distances between the pulley points and their suspende"
- "d objects constant."
- addlength = "0"
- gearratio = "1"
- spawnflags = "1"
- }
- phys_ragdollconstraint:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that fixes the position of two entities, relat"
- "ive to this constraint's origin. Also allows for limits on the rot"
- "ation around each axis, in the space of this constraint."
- spawnflags = "1"
- xmin = "-90"
- xmax = "90"
- ymin = "0"
- ymax = "0"
- zmin = "0"
- zmax = "0"
- xfriction = "0"
- yfriction = "0"
- zfriction = "0"
- }
- phys_ragdollmagnet:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that acts like a magnet for ragdolls. Useful for "
- "crafting exaggerated ragdoll behavior (i.e. guys falling over rail"
- "s on death). If the Bar Magnet spawnflag is set, the magnet works "
- "like it was a cylindrical magnet i.e. it attracts ragdolls to the "
- "nearest point on a line."
- radius = "512"
- force = "5000"
- }
- phys_slideconstraint:e =
- {
- origin = "0 0 0"
- ;desc = "A constraint that constrains an entity along a line segment"
- "."
- spawnflags = "1"
- slidefriction = "0"
- SystemLoadScale = "1"
- }
- phys_spring:e =
- {
- origin = "0 0 0"
- ;desc = "A physically simulated spring. 'Length' is what's known as "
- "the 'natural spring length'. This is how long the spring would be "
- "if it was at rest (nothing hanging on it or attached). When you at"
- "tach something to the spring, it will stretch longer than its 'nat"
- "ural length'. The amount of stretch is determined by the 'Sprint C"
- "onstant'. The larger the spring constant the less stretch the spri"
- "ng."
- length = "0"
- constant = "50"
- damping = "2.0"
- relativedamping = "0.1"
- breaklength = "0"
- }
- phys_thruster:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to apply constant acceleration to a physics "
- "object. The force and torque is calculated using the position and "
- "direction of the thruster as an impulse. So moving those off the o"
- "bject's center will cause torque as well. Torque can be removed by"
- " unchecking the 'apply torque' flag. The position of the thruster "
- "can be forced to be at the object's center by checking to 'ignore "
- "pos' flag."
- force = "0"
- }
- phys_torque:e =
- {
- origin = "0 0 0"
- ;desc = "An angular thruster. Use it to apply angular force to an en"
- "tity."
- force = "0"
- }
- }
-
- // point entities
-
- point_* entities.qtxfolder =
- {
- point_anglesensor:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that detects if another entity points in a given "
- "direction for a period of time."
- }
- point_angularvelocitysensor:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that detects if another entity's angular velocity"
- " meets or exceeds a threshold value."
- threshold = "0"
- }
- point_clientcommand:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that issues commands to the client console, as if"
- " it was typed in by the player (if activator is a player, or the l"
- "ocal player in single player)."
- }
- point_devshot_camera:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used by the -makedevshots system, which automatic"
- "ally takes screenshots at the position of every devshot camera in "
- "the level."
- FOV = "75"
- }
- point_enable_motion_fixup:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to move a motion-disabled prop when it enabl"
- "es motion. Parent this entity to the prop, and when the prop has i"
- "ts motion enabled, it will immediately teleport to the origin of t"
- "his entity."
- }
- point_hurt:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that does damage to all entities in a radius arou"
- "nd itself, with a specified delay.If 'Target Entity' is specified,"
- " the damage is only done to that entity."
- DamageRadius = "256"
- Damage = "5"
- DamageDelay = "1"
- DamageType = "0"
- }
- point_message:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that displays a text message in the world, at its"
- " origin."
- radius = "128"
- developeronly = "0"
- }
- point_playermoveconstraint:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that constrains players to a radius around itself"
- ", slowing them down the closer they get to the edge of the radius."
- radius = "256"
- width = "75.0"
- speedfactor = "0.15"
- }
- point_servercommand:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that issues commands to the server console."
- }
- point_spotlight:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "An entity to draw a spotlight. Will draw a beam when the pl"
- "ayer views it side on, and a halo when it's facing towards the pla"
- "yer. Unless the 'No Dynamic Light' spawnflag is checked, it will a"
- "lso create a dynamic light wherever the end of the spotlight rests"
- "."
- spawnflags = "3"
- spotlightlength = "500"
- spotlightwidth = "50"
- rendercolor = "255 255 255"
- }
- point_teleport:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that teleports a target entity to this position a"
- "nd angles. If 'Teleport Home' spawn flag is set, teleports the tar"
- "get entity to its spawn position instead.If object is physically s"
- "imulated, simulation is turned off when teleported."
- }
- point_template:e =
- {
- origin = "0 0 0"
- ;desc = "Turns an entity, or set of entities, into a single template"
- " that can be instanced anywhere, and multiple times. If there are "
- "interdependencies (entity I/O, hierarchy, or other name references"
- ") between the entities in the template, the entities in the templa"
- "te will have their names changed and the interdependencies will be"
- " reconnected to the changes names. The name change format is as fo"
- "llows: '<original name>&0000', where the 0000 will be replaced wit"
- "h the current global template instance, so wildcard searches for '"
- "<original name>*' will still find them.\nIf you don't want the nam"
- "e fixup to happen, because you're only spawning the template once,"
- " or you want inputs to trigger all instances of the template, chec"
- "k the 'Preserve entity names' spawnflag. \nTo spawn the template i"
- "n other places, use an env_entity_maker."
- spawnflags = "2"
- }
- point_tesla:e =
- {
- origin = "0 0 0"
- ;desc = "An entity that creates tesla lightning arcs around its orig"
- "in."
- m_SoundName = "DoSpark"
- texture = "sprites/physbeam.vmt"
- m_Color = "255 255 255"
- m_flRadius = "200"
- beamcount_min = "6"
- beamcount_max = "8"
- thick_min = "4"
- thick_max = "5"
- lifetime_min = "0.3"
- lifetime_max = "0.3"
- interval_min = "0.5"
- interval_max = "2"
- }
- point_viewcontrol:e =
- {
- origin = "0 0 0"
- ;desc = "A camera entity that controls the player's view. While it's"
- " active, the player will see out of the camera."
- wait = "10"
- spawnflags = "3"
- speed = "0"
- acceleration = "500"
- deceleration = "500"
- }
- }
-
- // prop entities
-
- prop_* entities.qtxfolder =
- {
- prop_detail:e =
- {
- origin = "0 0 0"
- ;desc = "Detail Prop"
- }
- prop_door_rotating:e =
- {
- origin = "0 0 0"
- ;desc = "An entity used to place a door in the world."
- hardware = "1"
- ajarangles = "0 0 0"
- spawnpos = "0"
- distance = "90"
- speed = "100"
- returndelay = "-1"
- dmg = "0"
- health = "0"
- forceclosed = "0"
- spawnflags = "8192"
- }
- prop_dynamic:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "A prop that can be placed in hierarchy and can play animati"
- "ons. It can also be configured to break when it takes enough damag"
- "e. Note that the health of the object will be overridden by the he"
- "alth inside the model, to ensure consistent health game-wide. If t"
- "he model used by the prop is configured to be used as a prop_physi"
- "cs (i.e. it should be physically simulated) then it CANNOT be used"
- " as a prop_dynamic. Upon level load it will display a warning in t"
- "he console and remove itself. Use a prop_physics instead."
- }
- prop_dynamic_ornament:e =
- {
- origin = "0 0 0"
- ;desc = "A way to attach one studio model to another as an ornament."
- " It will render in the way that player/NPC weapons render."
- solid = "0"
- }
- prop_dynamic_override:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "A prop that can be placed in hierarchy and can play animati"
- "ons. It can also be configured to break when it takes enough damag"
- "e.\nprop_dynamic_override is a prototyping entity only. It will al"
- "low the use of models designed to be used as prop_physics."
- health = "0"
- }
- prop_physics:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "A prop that physically simulates as a single rigid body. It"
- " can be constrained to other physics objects using hinges or other"
- " constraints. It can also be configured to break when it takes eno"
- "ugh damage. Note that the health of the object will be overridden "
- "by the health inside the model, to ensure consistent health game-w"
- "ide. If the model used by the prop is configured to be used as a p"
- "rop_dynamic (i.e. it should not be physically simulated) then it C"
- "ANNOT be used as a prop_physics. Upon level load it will display a"
- " warning in the console and remove itself. Use a prop_dynamic inst"
- "ead."
- }
- prop_physics_multiplayer:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "This class is the same as prop_physics, except the runtime "
- "collisions use a more bouncy method that avoids the prediction err"
- "ors normal physics objects get."
- }
- prop_physics_override:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "A prop that physically simulates as a single rigid body. It"
- " can be constrained to other physics objects using hinges or other"
- " constraints. It can also be configured to break when it takes eno"
- "ugh damage. Health can be overridden on this version."
- health = "0"
- }
- prop_ragdoll:e =
- {
- origin = "0 0 0"
- ;desc = "A prop that physically simulates and can be articulated wit"
- "h internal joints. The joint constraints are part of the physics m"
- "odel."
- spawnflags = "4"
- fademindist = "-1"
- fademaxdist = "0"
- fadescale = "1"
- }
- prop_static:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- fademindist = "-1"
- fadescale = "1"
- ;desc = "A prop that doesn't move and doesn't animate."
- }
- }
-
- // trigger entities
-
- trigger_* entities.qtxfolder =
- {
- trigger_autosave:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that autosaves when the player touches it."
- NewLevelUnit = "0"
- }
- trigger_changelevel:b =
- {
- t_triggerpoly=!
- ;desc = "An entity that triggers a level change.\nPlace an info_land"
- "mark in both maps that marks the 'same' location in each map.\nTIP"
- "S & TRICKS: To fire events in the next level, use the OnLevelChang"
- "e output to turn on an env_global in the current level. Create an"
- " logic_auto in the next level that checks for the state set by the"
- " env_global.\n\nTo control which entities go through the level tra"
- "nsition, create one or more trigger_transitions and give them the "
- "same name as the landmark. Any entities within the trigger_transit"
- "ion(s) will go to the next map."
- }
- trigger_gravity:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that changes the gravity on any entity tha"
- "t touches it."
- gravity = "1"
- }
- trigger_hurt:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that damages entities that touch it."
- damage = "10"
- damagecap = "20"
- damagetype = "0"
- damagemodel = "0"
- }
- trigger_impact:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that can be told to push all physics objec"
- "ts that are inside of it in the direction specified by this trigge"
- "r's angles.\nAlso outputs the force at the time of impact for anyo"
- "ne else that wants to use it."
- Magnitude = "200"
- noise = "0.1"
- viewkick = "0.05"
- }
- trigger_look:b =
- {
- t_triggerpoly=!
- ;desc = "An entity used to trigger something when the player looks a"
- "t something. It fires 'OnTrigger' when the player looks at a targe"
- "t entity for the given amount of time, while within the trigger vo"
- "lume. If the player leaves the trigger or looks away from the targ"
- "et entity the clock resets. If the 'Use Velocity instead of facing"
- "' spawnflag is checked, the trigger uses the player's velocity ins"
- "tead of the player's view, so it determines whenever the player is"
- " moving toward the target entity. Useful for triggering when playe"
- "rs are driving a vehicle at something.NOTE: Only designed for sing"
- "le-player game. "
- spawnflags = "128"
- LookTime = "0.5"
- FieldOfView = "0.9"
- Timeout = "0"
- }
- trigger_multiple:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that can be triggered multiple times."
- wait = "1"
- }
- trigger_once:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that removes itself after it is triggered "
- "once."
- }
- trigger_playermovement:b =
- {
- t_triggerpoly=!
- ;desc = "An entity that can be used to disable player's automatic du"
- "cking/unducking when jumping."
- spawnflags = "128"
- }
- trigger_proximity:b =
- {
- t_triggerpoly=!
- ;desc = "Measures the distance of the player within the trigger volu"
- "me from a given point (and within a given radius). The NearestPlay"
- "erDistance output will be 0 when the player is at the center point"
- ", and 1 when the player is at the radius."
- radius = "256"
- }
- trigger_push:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that pushes entities that touch it."
- pushdir = "0 0 0"
- speed = "40"
- }
- trigger_remove:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that removes any entities that touch it. B"
- "e careful, removing some entities can cause instability. This is n"
- "ot the same as killing entities. i.e. NPCs removed in this manner "
- "will not fire their OnKilled outputs."
- }
- trigger_soundscape:b =
- {
- t_triggerpoly=!
- ;desc = "Soundscape trigger. It is not necessary to create outputs f"
- "or this trigger. It automatically will trigger the soundscape refe"
- "rred to by its 'Soundscape' property."
- }
- trigger_teleport:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that teleports entities that touch it. Ent"
- "ities are teleported to the Remote Destination, and have their ang"
- "les set to that of the Remote Destination's. If a Local Destinatio"
- "n Landmark is specified, teleported entities are offset from the t"
- "arget by their initial offset from the landmark, and their angles "
- "are left alone."
- }
- trigger_transition:b =
- {
- t_triggerpoly=!
- ;desc = "A volume that's used to control which entities go through t"
- "he level transition. Create one or more trigger_transitions and gi"
- "ve them the same name as the changelevel landmark. Any entities wi"
- "thin the trigger_transition(s) will go to the next map.See trigger"
- "_changelevel for more info."
- }
- trigger_wind:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that pushes physics objects that touch it."
- Speed = "200"
- SpeedNoise = "0"
- DirectionNoise = "10"
- HoldTime = "0"
- HoldNoise = "0"
- }
- }
- }
- }
- Entity Forms.fctx =
- {
- t_Angles:incl =
- {
- angles: =
- {
- txt = "&"
- hint = "Pitch Yaw Roll (Y Z X)"
- }
- }
- t_Origin:incl =
- {
- origin: =
- {
- txt = "&"
- hint = "Origin (X Y Z)"
- }
- }
- t_Studiomodel:incl =
- {
- t_modelselect = !
- skin: =
- {
- txt = "&"
- hint = "Skin"
- }
- disableshadows: =
- {
- txt = "&"
- hint = "Disable Shadows"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Skin: =
- {
- txt = "&"
- hint = "Changes the model skin to the specified number."
- }
- input#DisableShadow: =
- {
- txt = "&"
- hint = "Turn shadow off."
- }
- input#EnableShadow: =
- {
- txt = "&"
- hint = "Turn shadow on."
- }
- output#OnIgnite: =
- {
- txt = "&"
- hint = "Fired when this object catches fire."
- }
- }
- t_BasePlat:incl =
- {
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the platform's state."
- }
- input#GoUp: =
- {
- txt = "&"
- hint = "Tells the platform to go up."
- }
- input#GoDown: =
- {
- txt = "&"
- hint = "Tells the platform to go down."
- }
- }
- t_Targetname:incl =
- {
- targetname: =
- {
- txt = "&"
- hint = "Name"
- }
- input#Kill: =
- {
- txt = "&"
- hint = "Removes this entity from the world."
- }
- input#KillHierarchy: =
- {
- txt = "&"
- hint = "Removes this entity and all its children from the world."
- }
- input#AddOutput: =
- {
- txt = "&"
- hint = "Adds an entity I/O connection to this entity. Format: <output "
- "name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fir"
- "e (-1 == infinite)>. Very dangerous, use with care."
- }
- input#FireUser1: =
- {
- txt = "&"
- hint = "Causes this entity's OnUser1 output to be fired."
- }
- input#FireUser2: =
- {
- txt = "&"
- hint = "Causes this entity's OnUser2 output to be fired."
- }
- input#FireUser3: =
- {
- txt = "&"
- hint = "Causes this entity's OnUser3 output to be fired."
- }
- input#FireUser4: =
- {
- txt = "&"
- hint = "Causes this entity's OnUser4 output to be fired."
- }
- output#OnUser1: =
- {
- txt = "&"
- hint = "Fired in response to FireUser1 input."
- }
- output#OnUser2: =
- {
- txt = "&"
- hint = "Fired in response to FireUser2 input."
- }
- output#OnUser3: =
- {
- txt = "&"
- hint = "Fired in response to FireUser3 input."
- }
- output#OnUser4: =
- {
- txt = "&"
- hint = "Fired in response to FireUser4 input."
- }
- }
- t_Parentname:incl =
- {
- parentname: =
- {
- txt = "&"
- hint = "Parent"
- }
- input#SetParent: =
- {
- txt = "&"
- hint = "Changes the entity's parent in the movement hierarchy."
- }
- input#SetParentAttachment: =
- {
- txt = "&"
- hint = "Change this entity to attach to a specific attachment point on"
- " its parent. Entities must be parented before being sent this input."
- " The parameter passed in should be the name of the attachment."
- }
- input#ClearParent: =
- {
- txt = "&"
- hint = "Removes this entity from the the movement hierarchy, leaving i"
- "t free to move independently."
- }
- }
- t_BaseBrush:incl =
- {
- input#SetTextureIndex: =
- {
- txt = "&"
- hint = "Used by HL1Port. Sets the brush texture index. Use a material_"
- "modify_control entity instead."
- }
- input#IncrementTextureIndex: =
- {
- txt = "&"
- hint = "Used by HL1Port. Increments the brush texture index. Use a mat"
- "erial_modify_control entity instead."
- }
- }
- t_EnableDisable:incl =
- {
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable this entity."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable this entity."
- }
- }
- t_RenderFxChoices:incl =
- {
- renderfx: =
- {
- txt = "&"
- hint = "Render FX"
- typ = "C"
- items = "Normal"$0D"Slow Pulse"$0D"Fast Pulse"$0D"Slow Wide Pulse"$0D"F"
- "ast Wide Pulse"$0D"Slow Strobe"$0D"Fast Strobe"$0D"Faster Strobe"$0D
- "Slow Flicker"$0D"Fast Flicker"$0D"Slow Fade Away"$0D"Fast Fade Away"$0D
- "Slow Become Solid"$0D"Fast Become Solid"$0D"Constant Glow"$0D"Distor"
- "t"$0D"Hologram (Distort + fade)"$0D"Cull By Distance (TEST)"$0D"Spot"
- "light FX"$0D"Fade Near"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"9"$0D"10"$0D"11"$0D"12"$0D"13"$0D
- "5"$0D"6"$0D"7"$0D"8"$0D"14"$0D"15"$0D"16"$0D"23"$0D"24"$0D"26"
- }
- }
- t_Shadow:incl =
- {
- disableshadows: =
- {
- txt = "&"
- hint = "Disable shadows"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#DisableShadow: =
- {
- txt = "&"
- hint = "Turn shadow off."
- }
- input#EnableShadow: =
- {
- txt = "&"
- hint = "Turn shadow on."
- }
- }
- t_RenderFields:incl =
- {
- t_RenderFxChoices = !
- rendermode: =
- {
- txt = "&"
- hint = "Render Mode"
- typ = "C"
- items = "Normal"$0D"Color"$0D"Texture"$0D"Glow"$0D"Solid"$0D"Additive"$0D
- "Additive Fractional Frame"$0D"World Space Glow"$0D"Dont Render"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"7"$0D"9"$0D"10"
- }
- renderamt: =
- {
- txt = "&"
- hint = "FX Amount (0 - 255)"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "FX Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "FX Color (R G B)"
- }
- disablereceiveshadows: =
- {
- txt = "&"
- hint = "Disable Receiving Shadows"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
- t_DXLevelChoice:incl =
- {
- mindxlevel: =
- {
- txt = "&"
- hint = "Minimum DX Level"
- typ = "C"
- items = "default (lowest)"$0D"dx7"
- values = "0"$0D"70"
- }
- maxdxlevel: =
- {
- txt = "&"
- hint = "Maximum DX Level"
- typ = "C"
- items = "default (highest)"$0D"dx6"
- values = "0"$0D"60"
- }
- }
- t_Inputfilter:incl =
- {
- InputFilter: =
- {
- txt = "&"
- hint = "Input Filter"
- typ = "C"
- items = "Allow all inputs"$0D"Ignore Touch/Untouch"$0D"Ignore Use"$0D"I"
- "gnore All"
- values = "0"$0D"8"$0D"16"$0D"32"
- }
- }
- t_Global:incl =
- {
- globalname: =
- {
- txt = "&"
- hint = "Global Entity Name"
- }
- }
- t_EnvGlobal:incl =
- {
- t_Targetname = !
- initialstate: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Off"$0D"On"$0D"Dead"
- values = "0"$0D"1"$0D"2"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Set Initial State"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Set state of global to ON."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Set state of global to OFF."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles state of global between ON and OFF."
- }
- input#Remove: =
- {
- txt = "&"
- hint = "Set state of global to DEAD."
- }
- }
- t_DamageFilter:incl =
- {
- damagefilter: =
- {
- txt = "&"
- hint = "Damage Filter"
- }
- input#SetDamageFilter: =
- {
- txt = "&"
- hint = "Sets the entity to use as damage filter. Pass in an empty stri"
- "ng to clear the damage filter."
- }
- }
- t_ResponseContext:incl =
- {
- input#AddContext: =
- {
- txt = "&"
- hint = "Adds a context to this entity's list of response contexts. The"
- " format should be 'key:value'."
- }
- input#RemoveContext: =
- {
- txt = "&"
- hint = "Remove a context from this entity's list of response contexts."
- " The name should match the 'key' of a previously added context."
- }
- input#ClearContext: =
- {
- txt = "&"
- hint = "Removes all contexts in this entity's list of response context"
- "s."
- }
- ResponseContext: =
- {
- txt = "&"
- hint = "Response Contexts"
- }
- }
- t_Breakable:incl =
- {
- t_Targetname = !
- t_DamageFilter = !
- t_Shadow = !
- ExplodeDamage: =
- {
- txt = "&"
- hint = "Explosion Damage"
- }
- ExplodeRadius: =
- {
- txt = "&"
- hint = "Explosion Radius"
- }
- PerformanceMode: =
- {
- txt = "&"
- hint = "Performance Mode"
- typ = "C"
- items = "Normal"$0D"Limit Gibs"$0D"Full Gibs on All Platforms"
- values = "0"$0D"1"$0D"2"
- }
- input#Break: =
- {
- txt = "&"
- hint = "Breaks the breakable."
- }
- input#SetHealth: =
- {
- txt = "&"
- hint = "Sets a new value for the breakable's health. If the breakable'"
- "s health reaches zero it will break."
- }
- input#AddHealth: =
- {
- txt = "&"
- hint = "Adds health to the breakable. If the breakable's health reache"
- "s zero it will break."
- }
- input#RemoveHealth: =
- {
- txt = "&"
- hint = "Removes health from the breakable. If the breakable's health r"
- "eaches zero it will break."
- }
- input#EnablePhyscannonPickup: =
- {
- txt = "&"
- hint = "Makes the breakable able to picked up by the physcannon."
- }
- input#DisablePhyscannonPickup: =
- {
- txt = "&"
- hint = "Makes the breakable not able to picked up by the physcannon."
- }
- output#OnBreak: =
- {
- txt = "&"
- hint = "Fired when this breakable breaks."
- }
- output#OnHealthChanged: =
- {
- txt = "&"
- hint = "Fired when the health of this breakable changes, passing the n"
- "ew value of health as a percentage of max health, from [0..1]."
- }
- output#OnPhysCannonDetach: =
- {
- txt = "&"
- hint = "Fired when the physcannon has ripped this breakable off of the"
- " wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model t"
- "his breakable is using."
- }
- }
- t_BreakableBrush:incl =
- {
- t_Breakable = !
- t_Parentname = !
- t_Global = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Only Break on Trigger"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Break on Touch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Break on Pressure"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Break immediately on Physics"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Don't take physics damage"
- }
- propdata: =
- {
- txt = "&"
- hint = "Prop Data"
- typ = "C"
- items = "None"$0D"Wooden.Tiny"$0D"Wooden.Small"$0D"Wooden.Medium"$0D"W"
- "ooden.Large"$0D"Wooden.Huge"$0D"Metal.Small"$0D"Metal.Medium"$0D"Met"
- "al.Large"$0D"Cardboard.Small"$0D"Cardboard.Medium"$0D"Cardboard.Larg"
- "e"$0D"Stone.Small"$0D"Stone.Medium"$0D"Stone.Large"$0D"Stone.Huge"$0D
- "Glass.Small"$0D"Plastic.Small"$0D"Plastic.Medium"$0D"Plastic.Large"$0D
- "Pottery.Small"$0D"Pottery.Medium"$0D"Pottery.Large"$0D"Pottery.Huge"$0D
- "Glass.Window"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"$0D
- "20"$0D"21"$0D"22"$0D"23"$0D"24"
- }
- health: =
- {
- txt = "&"
- hint = "Strength"
- }
- material: =
- {
- txt = "&"
- hint = "Material Type"
- typ = "C"
- items = "Glass"$0D"Wood"$0D"Metal"$0D"Flesh"$0D"CinderBlock"$0D"Ceilin"
- "g Tile"$0D"Computer"$0D"Unbreakable Glass"$0D"Rocks"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"
- }
- explosion: =
- {
- txt = "&"
- hint = "Gibs Direction"
- typ = "C"
- items = "Random"$0D"Relative to Attack"$0D"Use Precise Gib Dir"
- values = "0"$0D"1"$0D"2"
- }
- gibdir: =
- {
- txt = "&"
- hint = "Precise Gib Direction"
- }
- nodamageforces: =
- {
- txt = "&"
- hint = "Damaging it Doesn't Push It"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#EnableDamageForces: =
- {
- txt = "&"
- hint = "Damaging the entity applies physics forces to it."
- }
- input#DisableDamageForces: =
- {
- txt = "&"
- hint = "Damaging the entity does *not* apply physics forces to it."
- }
- gibmodel: =
- {
- txt = "&"
- hint = "Gib Model"
- }
- spawnobject: =
- {
- txt = "&"
- hint = "Spawn On Break"
- typ = "C"
- items = "item_battery"$0D"item_healthkit"$0D"item_ammo_pistol"$0D"item"
- "_ammo_pistol_large"$0D"item_ammo_smg1"$0D"item_ammo_smg1_large"$0D"i"
- "tem_ammo_ar2"$0D"item_ammo_ar2_large"$0D"item_box_buckshot"$0D"item_"
- "flare_round"$0D"item_box_flare_rounds"$0D"item_ml_grenade"$0D"item_s"
- "mg1_grenade"$0D"item_box_sniper_rounds"$0D"unused1"$0D"weapon_stunst"
- "ick"$0D"weapon_ar1"$0D"weapon_ar2"$0D"unused2"$0D"weapon_ml"$0D"weap"
- "on_smg1"$0D"weapon_smg2"$0D"weapon_slam"$0D"weapon_shotgun"$0D"weapo"
- "n_molotov"$0D"item_dynamic_resupply"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D
- "11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"$0D"20"$0D
- "21"$0D"22"$0D"23"$0D"24"$0D"25"$0D"26"
- }
- explodemagnitude: =
- {
- txt = "&"
- hint = "Explode Magnitude"
- }
- pressuredelay: =
- {
- txt = "&"
- hint = "Pressure Delay"
- }
- }
- t_BreakableProp:incl =
- {
- t_Breakable = !
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Break on Touch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Break on Pressure"
- }
- pressuredelay: =
- {
- txt = "&"
- hint = "Pressure Delay"
- }
- }
- t_BaseNPC:incl =
- {
- t_Targetname = !
- t_Angles = !
- t_RenderFields = !
- t_DamageFilter = !
- t_ResponseContext = !
- t_Shadow = !
- target: =
- {
- txt = "&"
- hint = "Target Path Corner"
- }
- squadname: =
- {
- txt = "&"
- hint = "Squad Name"
- }
- hintgroup: =
- {
- txt = "&"
- hint = "Hint Group"
- }
- hintlimiting: =
- {
- txt = "&"
- hint = "Hint Limit Nav"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Wait Till Seen"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Gag (No IDLE sounds until angry)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Fall to ground (unchecked means *teleport* to ground)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Drop Healthkit"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Efficient - Don't acquire enemies or avoid obstacles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Wait For Script"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Long Visibility/Shoot"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Fade Corpse"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Think outside PVS"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Template NPC (used by npc_maker, will not spawn)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Do Alternate collision for this NPC (player avoidance)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Don't drop weapons"
- }
- sleepstate: =
- {
- txt = "&"
- hint = "Sleep State"
- typ = "C"
- items = "None"$0D"Waiting for threat"$0D"Waiting for PVS"$0D"Waiting f"
- "or input"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- wakeradius: =
- {
- txt = "&"
- hint = "Wake Radius"
- }
- wakesquad: =
- {
- txt = "&"
- hint = "Wake Squad"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- physdamagescale: =
- {
- txt = "&"
- hint = "Physics Impact Damage Scale"
- }
- output#OnDamaged: =
- {
- txt = "&"
- hint = "Fired when this NPC takes damage."
- }
- output#OnDeath: =
- {
- txt = "&"
- hint = "Fired when this NPC is killed."
- }
- output#OnHalfHealth: =
- {
- txt = "&"
- hint = "Fired when this NPC reaches half of its maximum health."
- }
- output#OnHearWorld: =
- {
- txt = "&"
- hint = "Fired when this NPC hears a sound (other than combat or the pl"
- "ayer)."
- }
- output#OnHearPlayer: =
- {
- txt = "&"
- hint = "Fired when this NPC hears the player."
- }
- output#OnHearCombat: =
- {
- txt = "&"
- hint = "Fired when this NPC hears combat sounds."
- }
- output#OnFoundEnemy: =
- {
- txt = "&"
- hint = "Fired when this NPC establishes line of sight to its enemy (ou"
- "tputs entity)."
- }
- output#OnLostEnemyLOS: =
- {
- txt = "&"
- hint = "Fired when this NPC loses line of sight to its enemy."
- }
- output#OnLostEnemy: =
- {
- txt = "&"
- hint = "Fired when this NPC loses its enemy. Usually due to the enemy "
- "being killed/removed, or because this NPC has selected a newer, more"
- " dangerous enemy."
- }
- output#OnFoundPlayer: =
- {
- txt = "&"
- hint = "Fired when this NPC establishes line of sight to its enemy, an"
- "d that enemy is a player (outputs player entity)."
- }
- output#OnLostPlayerLOS: =
- {
- txt = "&"
- hint = "Fired when this NPC loses line of sight to its enemy, and that"
- " enemy is a player."
- }
- output#OnLostPlayer: =
- {
- txt = "&"
- hint = "Fired when this NPC loses its enemy, and that enemy was a play"
- "er. Usually due to the enemy being killed/removed, or because this N"
- "PC has selected a newer, more dangerous enemy."
- }
- output#OnDamagedByPlayer: =
- {
- txt = "&"
- hint = "Fired when this NPC is hurt by a player."
- }
- output#OnDamagedByPlayerSquad: =
- {
- txt = "&"
- hint = "Fired when this NPC is hurt by a player OR by one of the playe"
- "r's squadmates."
- }
- output#OnDenyCommanderUse: =
- {
- txt = "&"
- hint = "Fired when this NPC has refused to join the player's squad."
- }
- output#OnWake: =
- {
- txt = "&"
- hint = "Fired when this NPC comes out of a sleep state."
- }
- input#SetRelationship: =
- {
- txt = "&"
- hint = "Changes this entity's relationship with another entity or clas"
- "s. Format: <entityname/classname> <D_HT/D_FR/D_LI/D_NU> <priority>"
- }
- input#SetHealth: =
- {
- txt = "&"
- hint = "Set this NPC's health."
- }
- input#SetBodyGroup: =
- {
- txt = "&"
- hint = "HACK: Sets this NPC's body group (from 0 - n). You'd better kn"
- "ow what you are doing!"
- }
- input#physdamagescale: =
- {
- txt = "&"
- hint = "Sets the value that scales damage energy when this character i"
- "s hit by a physics object. NOTE: 0 means this feature is disabled fo"
- "r backwards compatibility."
- }
- input#Ignite: =
- {
- txt = "&"
- hint = "Ignite, burst into flames"
- }
- input#Break: =
- {
- txt = "&"
- hint = "Break, smash into pieces"
- }
- input#StartScripting: =
- {
- txt = "&"
- hint = "Enter scripting state. In this state, NPCs ignore a variety of"
- " stimulus that would make them break out of their scripts: They igno"
- "re danger sounds, ignore +USE, don't idle speak or respond to other "
- "NPC's idle speech, and so on."
- }
- input#StopScripting: =
- {
- txt = "&"
- hint = "Exit scripting state."
- }
- input#Assault: =
- {
- txt = "&"
- hint = "Start an assault. Parameter passed in should be the name of th"
- "e rally point."
- }
- input#SetSquad: =
- {
- txt = "&"
- hint = "Set the name of this NPC's squad. It will be removed from any "
- "existing squad automatically. Leaving the parameter blank will remov"
- "e the NPC from any existing squad."
- }
- input#Wake: =
- {
- txt = "&"
- hint = "Wakes up the NPC if it is sleeping."
- }
- input#ForgetEntity: =
- {
- txt = "&"
- hint = "Clears out the NPC's knowledge of a named entity."
- }
- input#GagEnable: =
- {
- txt = "&"
- hint = "Turn on the NPC Gag flag. NPC won't speak outside of choreogra"
- "phed scenes."
- }
- input#GagDisable: =
- {
- txt = "&"
- hint = "Turn off the NPC Gag flag."
- }
- input#IgnoreDangerSounds: =
- {
- txt = "&"
- hint = "Ignore danger sounds for the specified number of seconds."
- }
- }
- info_npc_spawn_destination:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- ReuseDelay: =
- {
- txt = "&"
- hint = "Reuse Delay"
- }
- RenameNPC: =
- {
- txt = "&"
- hint = "New NPC Name"
- }
- output#OnSpawnNPC: =
- {
- txt = "&"
- hint = "Fired when an NPC spawns at this destination."
- }
- }
- t_BaseNPCMaker:incl =
- {
- t_Targetname = !
- t_Angles = !
- t_EnableDisable = !
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Fade Corpse"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Infinite Children"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Do Not Drop"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Don't Spawn While Visible"
- }
- MaxNPCCount: =
- {
- txt = "&"
- hint = "Num. of NPCs"
- }
- SpawnFrequency: =
- {
- txt = "&"
- hint = "Frequency"
- }
- MaxLiveChildren: =
- {
- txt = "&"
- hint = "Max Live NPCs"
- }
- output#OnSpawnNPC: =
- {
- txt = "&"
- hint = "Fired when an NPC is spawned. The activator is the NPC, and th"
- "e string is the name of the NPC."
- }
- output#OnAllSpawned: =
- {
- txt = "&"
- hint = "Fired when the spawned is exhausted (all children have been sp"
- "awned)."
- }
- output#OnAllSpawnedDead: =
- {
- txt = "&"
- hint = "Fired when the spawner is exhausted (all children have been sp"
- "awned), and all spawned children have died."
- }
- input#Spawn: =
- {
- txt = "&"
- hint = "Spawns an NPC."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the spawner enabled/disabled state."
- }
- input#AddMaxChildren: =
- {
- txt = "&"
- hint = "Adds to the number of NPCs that can spawn before the spawner i"
- "s exhausted. If an exhausted spawner is given some children to spawn"
- ", it still wont begin spawning until it is re-enabled with the Enabl"
- "e input."
- }
- input#SetMaxChildren: =
- {
- txt = "&"
- hint = "Sets the number of NPCs that can spawn before the spawner is e"
- "xhausted. If an exhausted spawner is given some children to spawn, i"
- "t still won't begin spawning until it is re-enabled with the Enable "
- "input."
- }
- input#SetMaxLiveChildren: =
- {
- txt = "&"
- hint = "Sets the maximum number of NPCs that can be alive at any one t"
- "ime from this spawner."
- }
- input#SetSpawnFrequency: =
- {
- txt = "&"
- hint = "Sets how often (in seconds) a new NPC will be spawned."
- }
- }
- npc_template_maker:form =
- {
- t_BaseNPCMaker = !
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Always use radius spawn"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Don't preload template models"
- }
- TemplateName: =
- {
- txt = "&"
- hint = "Name of template NPC"
- }
- Radius: =
- {
- txt = "&"
- hint = "Radius"
- }
- DestinationGroup: =
- {
- txt = "&"
- hint = "Name of Destination Group"
- }
- CriterionVisibility: =
- {
- txt = "&"
- hint = "Dest. Criterion: Visible to player?"
- typ = "C"
- items = "Yes"$0D"No"$0D"Don't Care"
- values = "0"$0D"1"$0D"2"
- }
- CriterionDistance: =
- {
- txt = "&"
- hint = "Dest. Criterion: Distance to player?"
- typ = "C"
- items = "Nearest"$0D"Farthest"$0D"Don't Care"
- values = "0"$0D"1"$0D"2"
- }
- input#SpawnNPCInRadius: =
- {
- txt = "&"
- hint = "Spawn an NPC somewhere within the maker's radius."
- }
- input#SpawnNPCInLine: =
- {
- txt = "&"
- hint = "Spawn an NPC somewhere within a line behind the maker."
- }
- input#ChangeDestinationGroup: =
- {
- txt = "&"
- hint = "Switch to a different set of Destination entities."
- }
- }
- t_BaseHelicopter:incl =
- {
- t_BaseNPC = !
- InitialSpeed: =
- {
- txt = "&"
- hint = "Initial Speed"
- }
- target: =
- {
- txt = "&"
- hint = "Target path_track"
- }
- input#MoveTopSpeed: =
- {
- txt = "&"
- hint = "The helicopter will immediately move at top speed toward its c"
- "urrent goal, or in its current orientation if it's on top of its goa"
- "l."
- }
- input#ChangePathCorner: =
- {
- txt = "&"
- hint = "Tell the helicopter to move to a path corner on a new path."
- }
- input#SelfDestruct: =
- {
- txt = "&"
- hint = "Self Destruct."
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Activate. Use to wake up a helicopter that spawned with the 'A"
- "wait Input' spawnflag on."
- }
- input#SetTrack: =
- {
- txt = "&"
- hint = "Set a track for the helicopter to adhere to. The helicopter wi"
- "ll do nothing if he's on the same path, and will move to the closest"
- " point on the specified track if he's on a different path."
- }
- input#FlyToSpecificTrackViaPath: =
- {
- txt = "&"
- hint = "The helicopter will first fly to the closest point on the path"
- " if he's on a different path. Then he'll fly along the path to the s"
- "pecified track point."
- }
- input#StartPatrol: =
- {
- txt = "&"
- hint = "Start patrolling back and forth along the current track."
- }
- input#StopPatrol: =
- {
- txt = "&"
- hint = "Stop patrolling back and forth along the track. This will caus"
- "e the helicopter to come to rest at the track which he's currently f"
- "lying toward."
- }
- input#ChooseFarthestPathPoint: =
- {
- txt = "&"
- hint = "When tracking an enemy, choose the point on the path furthest "
- "from the enemy, but still in firing range."
- }
- input#ChooseNearestPathPoint: =
- {
- txt = "&"
- hint = "When tracking an enemy, choose the point on the path nearest f"
- "rom the enemy."
- }
- input#StartBreakableMovement: =
- {
- txt = "&"
- hint = "The helicopter is now allowed to disobey direct commands to go"
- " to particular points if he senses an enemy. He will move to the clo"
- "sest point (or farthest point, if ChooseFarthestPathPoint is used), "
- "on the path if he senses an enemy."
- }
- input#StopBreakableMovement: =
- {
- txt = "&"
- hint = "The helicopter can not disobey direct commands. He will contin"
- "ue to fly along his patrol path or to his specified target even if h"
- "e senses an enemy."
- }
- InitialSpeed: =
- {
- txt = "&"
- hint = "Initial Speed"
- }
- target: =
- {
- txt = "&"
- hint = "Target path_track"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "No Rotorwash"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Await Input"
- }
- }
- t_PlayerClass:incl =
- {
- }
- t_Light:incl =
- {
- _light: =
- {
- txt = "&"
- hint = "Brightness"
- }
- _light: =
- {
- Txt = "&"
- Typ = "LU4"
- Hint = "light color (not the intensity, only the color)"
- }
-
- style: =
- {
- txt = "&"
- hint = "Appearance"
- typ = "C"
- items = "Normal"$0D"Fluorescent flicker"$0D"Slow, strong pulse"$0D"Slo"
- "w pulse, noblack"$0D"Gentle pulse"$0D"Flicker A"$0D"Flicker B"$0D"Ca"
- "ndle A"$0D"Candle B"$0D"Candle C"$0D"Fast strobe"$0D"Slow strobe"
- values = "0"$0D"10"$0D"2"$0D"11"$0D"5"$0D"1"$0D"6"$0D"3"$0D"7"$0D"8"$0D
- "4"$0D"9"
- }
- pattern: =
- {
- txt = "&"
- hint = "Custom Appearance"
- }
- _constant_attn: =
- {
- txt = "&"
- hint = "Constant"
- }
- _linear_attn: =
- {
- txt = "&"
- hint = "Linear"
- }
- _quadratic_attn: =
- {
- txt = "&"
- hint = "Quadratic"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the light on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "The the light off."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the light's current state."
- }
- input#SetPattern: =
- {
- txt = "&"
- hint = "Set a custom pattern of light brightness for this light. Patte"
- "rn format is a string of characters, where 'a' is total darkness, 'z"
- "' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dar"
- "k to light."
- }
- input#FadeToPattern: =
- {
- txt = "&"
- hint = "Fades from first value in old pattern, to first value in the n"
- "ew given pattern. Pattern format is a string of characters, where 'a"
- "' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a "
- "steppy fade in from dark to light."
- }
- }
- t_Node:incl =
- {
- nodeid: =
- {
- txt = "&"
- hint = "Node ID"
- }
- }
- t_HintNode:incl =
- {
- t_Node = !
- hinttype: =
- {
- txt = "&"
- hint = "Hint"
- typ = "C"
- items = "None"$0D"World: Window"$0D"World: Act Busy Hint"$0D"World: Vi"
- "sually Interesting"$0D"World: Visually Interesting (Don't aim at)"$0D
- "World: Inhibit Combine Mines within 15 feet"$0D"Crouch Cover Medium"$0D
- "Crouch Cover Low"$0D"Waste Scanner Spawn"$0D"Entrance / Exit Pinch"$0D
- "Enemy Disadvantage Point"$0D"Health Kit"$0D"Antlion: Burrow Point"$0D
- "Antlion: Thumper Flee Point"$0D"Headcrab: Burrow Point"$0D"Roller: P"
- "atrol Point"$0D"Roller: Cleanup Spot"$0D"Crow: Fly to point"$0D"Crow"
- ": Perch point"$0D"Follower: Wait point"$0D"Override jump permission"$0D
- "Player squad transition point"$0D"NPC exit point"$0D"Strider node"$0D
- "HL1 World: Machinery"$0D"HL1 World: Blinking Light"$0D"HL1 World: Hu"
- "man Blood"$0D"HL1 World: Alien Blood"
- values = "0"$0D"2"$0D"12"$0D"13"$0D"14"$0D"15"$0D"100"$0D"101"$0D"102"$0D
- "103"$0D"105"$0D"106"$0D"400"$0D"401"$0D"450"$0D"500"$0D"501"$0D"700"$0D
- "701"$0D"900"$0D"901"$0D"902"$0D"903"$0D"904"$0D"1000"$0D"1001"$0D"10"
- "02"$0D"1003"
- }
- hintactivity: =
- {
- txt = "&"
- hint = "Hint Activity"
- }
- nodeFOV: =
- {
- txt = "&"
- hint = "Node FOV"
- typ = "C"
- items = "180 Degrees"$0D"360 Degrees"
- values = "180"$0D"360"
- }
- StartHintDisabled: =
- {
- txt = "&"
- hint = "Start Hint Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Group: =
- {
- txt = "&"
- hint = "Hint Group"
- }
- TargetNode: =
- {
- txt = "&"
- hint = "Target node"
- }
- IgnoreFacing: =
- {
- txt = "&"
- hint = "Ignore Facing"
- typ = "C"
- items = "No"$0D"Yes"$0D"Default"
- values = "0"$0D"1"$0D"2"
- }
- MinimumState: =
- {
- txt = "&"
- hint = "Minimum State"
- typ = "C"
- items = "Idle"$0D"Alert"$0D"Combat"
- values = "1"$0D"2"$0D"3"
- }
- MaximumState: =
- {
- txt = "&"
- hint = "Maximum State"
- typ = "C"
- items = "Idle"$0D"Alert"$0D"Combat"
- values = "1"$0D"2"$0D"3"
- }
- input#EnableHint: =
- {
- txt = "&"
- hint = "Enable hint."
- }
- input#DisableHint: =
- {
- txt = "&"
- hint = "Disable hint."
- }
- }
- t_TriggerOnce:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_EnableDisable = !
- t_Global = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Clients"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "NPCs"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Pushables"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Physics Objects"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Only player ally NPCs"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Only clients in vehicles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Everything"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Only clients *not* in vehicles"
- }
- filtername: =
- {
- txt = "&"
- hint = "Filter Name"
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles this trigger between enabled and disabled states."
- }
- output#OnStartTouch: =
- {
- txt = "&"
- hint = "Fired when an entity starts touching this trigger. The touchin"
- "g entity must pass this trigger's filters to cause this output to fi"
- "re."
- }
- }
- t_Trigger:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_EnableDisable = !
- t_TriggerOnce = !
- output#OnEndTouch: =
- {
- txt = "&"
- hint = "Fired when an entity stops touching this trigger. Only entitie"
- "s that passed this trigger's filters will cause this output to fire."
- }
- output#OnEndTouchAll: =
- {
- txt = "&"
- hint = "Fires when an entity stops touching this trigger, and no other"
- " entities are touching it. Only entities that passed this trigger's "
- "filters are considered."
- }
- }
- t_worldbase:incl =
- {
- message: =
- {
- txt = "&"
- hint = "Map Description / Title"
- }
- skyname: =
- {
- txt = "&"
- hint = "SkyBox Texture Name"
- }
- chaptertitle: =
- {
- txt = "&"
- hint = "Chapter Title Message"
- }
- startdark: =
- {
- txt = "&"
- hint = "Level Fade In"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- gametitle: =
- {
- txt = "&"
- hint = "Display Game Title"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- newunit: =
- {
- txt = "&"
- hint = "New Level Unit"
- typ = "C"
- items = "No, keep current"$0D"Yes, clear previous levels"
- values = "0"$0D"1"
- }
- maxoccludeearea: =
- {
- txt = "&"
- hint = "Max occludee area"
- }
- minoccluderarea: =
- {
- txt = "&"
- hint = "Min occluder area"
- }
- maxpropscreenwidth: =
- {
- txt = "&"
- hint = "Start Fade Pixels"
- }
- minpropscreenwidth: =
- {
- txt = "&"
- hint = "End Fade Pixels"
- }
- }
- worldspawn:form =
- {
- t_Targetname = !
- t_worldbase = !
- t_ResponseContext = !
- }
- ambient_generic:form =
- {
- t_Targetname = !
-
- t_gamesoundselect = !
-
- // message: =
- // {
- // txt = "&"
- // hint = "Sound Name"
- // }
-
- health: =
- {
- txt = "&"
- hint = "Volume"
- }
- preset: =
- {
- txt = "&"
- hint = "Dynamic Presets"
- typ = "C"
- items = "None"$0D"Huge Machine"$0D"Big Machine"$0D"Machine"$0D"Slow Fa"
- "de in"$0D"Fade in"$0D"Quick Fade in"$0D"Slow Pulse"$0D"Pulse"$0D"Qui"
- "ck pulse"$0D"Slow Oscillator"$0D"Oscillator"$0D"Quick Oscillator"$0D
- "Grunge pitch"$0D"Very low pitch"$0D"Low pitch"$0D"High pitch"$0D"Ver"
- "y high pitch"$0D"Screaming pitch"$0D"Oscillate spinup/down"$0D"Pulse"
- " spinup/down"$0D"Random pitch"$0D"Random pitch fast"$0D"Incremental "
- "Spinup"$0D"Alien"$0D"Bizzare"$0D"Planet X"$0D"Haunted"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"$0D
- "20"$0D"21"$0D"22"$0D"23"$0D"24"$0D"25"$0D"26"$0D"27"
- }
- volstart: =
- {
- txt = "&"
- hint = "Start Volume"
- }
- fadein: =
- {
- txt = "&"
- hint = "Fade in time (0-100)"
- }
- fadeout: =
- {
- txt = "&"
- hint = "Fade out time (0-100)"
- }
- pitch: =
- {
- txt = "&"
- hint = "Pitch"
- }
- pitchstart: =
- {
- txt = "&"
- hint = "Start Pitch"
- }
- spinup: =
- {
- txt = "&"
- hint = "Spin up time (0-100)"
- }
- spindown: =
- {
- txt = "&"
- hint = "Spin down time (0-100)"
- }
- lfotype: =
- {
- txt = "&"
- hint = "LFO type 0)off 1)sqr 2)tri 3)rnd"
- }
- lforate: =
- {
- txt = "&"
- hint = "LFO rate (0-1000)"
- }
- lfomodpitch: =
- {
- txt = "&"
- hint = "LFO mod pitch (0-100)"
- }
- lfomodvol: =
- {
- txt = "&"
- hint = "LFO mod vol (0-100)"
- }
- cspinup: =
- {
- txt = "&"
- hint = "Incremental Spinup Count"
- }
- radius: =
- {
- txt = "&"
- hint = "Max Audible Distance"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Play everywhere"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Start Silent"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Is NOT Looped"
- }
- SourceEntityName: =
- {
- txt = "&"
- hint = "SourceEntityName"
- }
- input#Pitch: =
- {
- txt = "&"
- hint = "Sets the sound pitch, expressed as a range from 1 to 255, wher"
- "e 100 is the sound's default pitch."
- }
- input#PlaySound: =
- {
- txt = "&"
- hint = "Starts the sound."
- }
- input#StopSound: =
- {
- txt = "&"
- hint = "Stops the sound if it is playing."
- }
- input#ToggleSound: =
- {
- txt = "&"
- hint = "Toggles the sound between playing and stopping."
- }
- input#Volume: =
- {
- txt = "&"
- hint = "Sets the sound volume, expressed as a range from 0 to 10, wher"
- "e 10 is the loudest."
- }
- }
- func_lod:form =
- {
- t_Targetname = !
- DisappearDist: =
- {
- txt = "&"
- hint = "Disappear Distance"
- }
- Solid: =
- {
- txt = "&"
- hint = "Solid"
- typ = "C"
- items = "Solid"$0D"Nonsolid"
- values = "0"$0D"1"
- }
- }
- env_zoom:form =
- {
- t_Targetname = !
- Rate: =
- {
- txt = "&"
- hint = "Seconds to reach target"
- }
- FOV: =
- {
- txt = "&"
- hint = "Target FOV"
- }
- input#Zoom: =
- {
- txt = "&"
- hint = "Start controlling the player's FOV."
- }
- input#UnZoom: =
- {
- txt = "&"
- hint = "Stop controlling the player's FOV."
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Allow Suit Zoom"
- }
- }
- env_screenoverlay:form =
- {
- t_Targetname = !
- OverlayName1: =
- {
- txt = "&"
- hint = "Overlay Name 1"
- }
- OverlayTime1: =
- {
- txt = "&"
- hint = "Overlay Duration 1"
- }
- OverlayName2: =
- {
- txt = "&"
- hint = "Overlay Name 2"
- }
- OverlayTime2: =
- {
- txt = "&"
- hint = "Overlay Duration 2"
- }
- OverlayName3: =
- {
- txt = "&"
- hint = "Overlay Name 3"
- }
- OverlayTime3: =
- {
- txt = "&"
- hint = "Overlay Duration 3"
- }
- OverlayName4: =
- {
- txt = "&"
- hint = "Overlay Name 4"
- }
- OverlayTime4: =
- {
- txt = "&"
- hint = "Overlay Duration 4"
- }
- OverlayName5: =
- {
- txt = "&"
- hint = "Overlay Name 5"
- }
- OverlayTime5: =
- {
- txt = "&"
- hint = "Overlay Duration 5"
- }
- OverlayName6: =
- {
- txt = "&"
- hint = "Overlay Name 6"
- }
- OverlayTime6: =
- {
- txt = "&"
- hint = "Overlay Duration 6"
- }
- OverlayName7: =
- {
- txt = "&"
- hint = "Overlay Name 7"
- }
- OverlayTime7: =
- {
- txt = "&"
- hint = "Overlay Duration 7"
- }
- OverlayName8: =
- {
- txt = "&"
- hint = "Overlay Name 8"
- }
- OverlayTime8: =
- {
- txt = "&"
- hint = "Overlay Duration 8"
- }
- OverlayName9: =
- {
- txt = "&"
- hint = "Overlay Name 9"
- }
- OverlayTime9: =
- {
- txt = "&"
- hint = "Overlay Duration 9"
- }
- OverlayName10: =
- {
- txt = "&"
- hint = "Overlay Name 10"
- }
- OverlayTime10: =
- {
- txt = "&"
- hint = "Overlay Duration 10"
- }
- input#StartOverlays: =
- {
- txt = "&"
- hint = "Start displaying the first overlay."
- }
- input#StopOverlays: =
- {
- txt = "&"
- hint = "Stop displaying any overlays."
- }
- input#SwitchOverlay: =
- {
- txt = "&"
- hint = "Switch to displaying a specific overlay. Pass in the desired o"
- "verlay number in the parameter."
- }
- }
- env_texturetoggle:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Target Brush(es)."
- }
- input#IncrementTextureIndex: =
- {
- txt = "&"
- hint = "Increments target brush's current texture frame by one."
- }
- input#SetTextureIndex: =
- {
- txt = "&"
- hint = "Sets target brush's texture frame to the specified index."
- }
- }
- env_splash:form =
- {
- t_Targetname = !
- t_Angles = !
- scale: =
- {
- txt = "&"
- hint = "Scale of the splash"
- }
- input#Splash: =
- {
- txt = "&"
- hint = "Create a splash effect."
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Automatically find water surface (place entity above water)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Diminish with depth (diminished completely in 10 feet of water)"
- }
- }
- env_particlelight:form =
- {
- t_Parentname = !
- Color: =
- {
- txt = "&"
- hint = "Color"
- }
- Color: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color"
- }
- Intensity: =
- {
- txt = "&"
- hint = "Intensity"
- }
- directional: =
- {
- txt = "&"
- hint = "Directional"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- PSName: =
- {
- txt = "&"
- hint = "Particle System Entity"
- }
- }
- env_sun:form =
- {
- t_Angles = !
- target: =
- {
- txt = "&"
- hint = "Viewer entity"
- }
- use_angles: =
- {
- txt = "&"
- hint = "UseAngles"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- pitch: =
- {
- txt = "&"
- hint = "Pitch"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Sun Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Sun Color (R G B)"
- }
- size: =
- {
- txt = "&"
- hint = "Size"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Enable sun rendering."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Disable sun rendering."
- }
- input#SetColor: =
- {
- txt = "&"
- hint = "Change the sun's color. Format: <Red 0-255> <Green 0-255> <Blu"
- "e 0-255>"
- }
- }
- game_ragdoll_manager:form =
- {
- t_Targetname = !
- MaxRagdollCount: =
- {
- txt = "&"
- hint = "Max Ragdoll Count"
- }
- input#SetMaxRagdollCount: =
- {
- txt = "&"
- hint = "Set the Max Ragdoll Count."
- }
- }
- env_lightglow:form =
- {
- t_Targetname = !
- t_Angles = !
- rendercolor: =
- {
- txt = "&"
- hint = "Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color (R G B)"
- }
- VerticalGlowSize: =
- {
- txt = "&"
- hint = "Vertical Size"
- }
- HorizontalGlowSize: =
- {
- txt = "&"
- hint = "Horizontal Size"
- }
- MinDist: =
- {
- txt = "&"
- hint = "Minimum Distance"
- }
- MaxDist: =
- {
- txt = "&"
- hint = "Maximum Distance"
- }
- OuterMaxDist: =
- {
- txt = "&"
- hint = "Outer Maximum Distance"
- }
- GlowProxySize: =
- {
- txt = "&"
- hint = "Glow Proxy Geometry Size"
- }
- input#Color: =
- {
- txt = "&"
- hint = "Change the render color of the glow. Format: <Red 0-255> <Gree"
- "n 0-255> <Blue 0-255>"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Visible only from front"
- }
- }
- env_smokestack:form =
- {
- t_Parentname = !
- t_Angles = !
- targetname: =
- {
- txt = "&"
- hint = "Name"
- }
- InitialState: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- BaseSpread: =
- {
- txt = "&"
- hint = "Spread at the base"
- }
- SpreadSpeed: =
- {
- txt = "&"
- hint = "Spread Speed"
- }
- Speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- StartSize: =
- {
- txt = "&"
- hint = "Particle start size"
- }
- EndSize: =
- {
- txt = "&"
- hint = "Particle end size"
- }
- Rate: =
- {
- txt = "&"
- hint = "Emission rate"
- }
- JetLength: =
- {
- txt = "&"
- hint = "Length of smoke trail"
- }
- WindAngle: =
- {
- txt = "&"
- hint = "Wind X/Y Angle"
- }
- WindSpeed: =
- {
- txt = "&"
- hint = "Wind Speed"
- }
- SmokeMaterial: =
- {
- txt = "&"
- hint = "Particle material"
- }
- twist: =
- {
- txt = "&"
- hint = "Twist"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Base Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Base Color (R G B)"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Translucency"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on the smokestack."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off the smokestack."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the smokestack between on and off state."
- }
- input#JetLength: =
- {
- txt = "&"
- hint = "Set the length of the smoke trail."
- }
- input#Rate: =
- {
- txt = "&"
- hint = "Set the rate at which to emit smoke particles (particles per s"
- "econd)."
- }
- input#Speed: =
- {
- txt = "&"
- hint = "Set the speed at which the smoke particles move after they're "
- "spawned."
- }
- input#SpreadSpeed: =
- {
- txt = "&"
- hint = "Set the amount of random spread in the velocity of the smoke p"
- "articles after they're spawned."
- }
- }
- env_fade:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Fade From"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Modulate"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Stay Out"
- }
- duration: =
- {
- txt = "&"
- hint = "Duration (seconds)"
- }
- holdtime: =
- {
- txt = "&"
- hint = "Hold Fade (seconds)"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Fade Alpha"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Fade Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Fade Color (R G B)"
- }
- input#Fade: =
- {
- txt = "&"
- hint = "Start the screen fade."
- }
- output#OnBeginFade: =
- {
- txt = "&"
- hint = "Fired when the fade has begun."
- }
- }
- env_player_surface_trigger:form =
- {
- t_Targetname = !
- gamematerial: =
- {
- txt = "&"
- hint = "Game Material to Watch"
- typ = "C"
- items = "None (player's in the air)"$0D"Concrete"$0D"Metal"$0D"Dirt"$0D
- "Vent"$0D"Grate"$0D"Tile"$0D"Slosh"$0D"Wood"$0D"Computer"$0D"Glass"$0D
- "Flesh"$0D"Clip"$0D"Foliage"$0D"Sand"
- values = "0"$0D"67"$0D"77"$0D"68"$0D"86"$0D"71"$0D"84"$0D"83"$0D"87"$0D
- "80"$0D"89"$0D"70"$0D"73"$0D"79"$0D"78"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Start watching the player's surface."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Stop watching the player's surface."
- }
- output#OnSurfaceChangedToTarget: =
- {
- txt = "&"
- hint = "Fired when the player moves onto the specified game material."
- }
- output#OnSurfaceChangedFromTarget: =
- {
- txt = "&"
- hint = "Fired when the player moves off the specified game material."
- }
- }
- env_tonemap_controller:form =
- {
- t_Targetname = !
- input#SetTonemapScale: =
- {
- txt = "&"
- hint = "Set the player's tonemap scale. It should be a value between 0"
- " and 2, where 0 is the eyes fully closed, 1 is use the unchanged aut"
- "oexposure (default), and 2 is the eye fully wide open."
- }
- input#BlendTonemapScale: =
- {
- txt = "&"
- hint = "Blend from the player's current tonemap scale to a new one. Th"
- "e parameter syntax is as follows: <target tonemap scale> <blend dura"
- "tion>. For example: '0.5 10' would blend from the current tonemap sc"
- "ale to 0.5 over a period of 10 seconds. Tonemap scale is a value bet"
- "ween 0 and 2, where 0 is the eyes fully closed, 1 is use the unchang"
- "ed autoexposure (default), and 2 is the eye fully wide open."
- }
- }
- func_useableladder:form =
- {
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Fake Ladder"
- }
- point0: =
- {
- txt = "&"
- hint = "Start"
- }
- point1: =
- {
- txt = "&"
- hint = "End"
- }
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable this ladder."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable this ladder."
- }
- output#OnPlayerGotOnLadder: =
- {
- txt = "&"
- hint = "Fired whenever a player gets on this ladder."
- }
- output#OnPlayerGotOffLadder: =
- {
- txt = "&"
- hint = "Fired whenever a player gets off this ladder."
- }
- }
- func_ladderendpoint:form =
- {
- bbox = '-16 -16 0 16 16 72'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- target: =
- {
- txt = "&"
- hint = "Other"
- }
- }
- info_ladder_dismount:form =
- {
- bbox = '-16 -16 0 16 16 4'
- t_Parentname = !
- target: =
- {
- txt = "&"
- hint = "LadderName"
- }
- }
- func_areaportalwindow:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Rendered Window"
- }
- FadeStartDist: =
- {
- txt = "&"
- hint = "Fade Start Distance"
- }
- FadeDist: =
- {
- txt = "&"
- hint = "Fade End Distance"
- }
- TranslucencyLimit: =
- {
- txt = "&"
- hint = "Translucency limit"
- }
- BackgroundBModel: =
- {
- txt = "&"
- hint = "Foreground bmodel"
- }
- }
-
- func_wall:form =
- {
- t_Targetname = !
- t_RenderFields = !
- t_Global = !
- t_Shadow = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
-
- t_func_wall:incl =
- {
- t_Targetname = !
- t_RenderFields = !
- t_Global = !
- t_Shadow = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
-
- func_clip_vphysics:form =
- {
- t_Targetname = !
- filtername: =
- {
- txt = "&"
- hint = "Filter Name"
- }
- }
-
- func_brush:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_RenderFields = !
- t_Global = !
- t_Inputfilter = !
- t_EnableDisable = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Ignore player +USE"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- Solidity: =
- {
- txt = "&"
- hint = "Solidity"
- typ = "C"
- items = "Toggle"$0D"Never Solid"$0D"Always Solid"
- values = "0"$0D"1"$0D"2"
- }
- excludednpc: =
- {
- txt = "&"
- hint = "NPC class excluded from collisions"
- }
- solidbsp: =
- {
- txt = "&"
- hint = "Solid BSP"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
-
- t_func_brush:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_RenderFields = !
- t_Global = !
- t_Inputfilter = !
- t_EnableDisable = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Ignore player +USE"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- Solidity: =
- {
- txt = "&"
- hint = "Solidity"
- typ = "C"
- items = "Toggle"$0D"Never Solid"$0D"Always Solid"
- values = "0"$0D"1"$0D"2"
- }
- excludednpc: =
- {
- txt = "&"
- hint = "NPC class excluded from collisions"
- }
- solidbsp: =
- {
- txt = "&"
- hint = "Solid BSP"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
-
- t_vgui_screen_base:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- panelname: =
- {
- txt = "&"
- hint = "Panel Name"
- }
- overlaymaterial: =
- {
- txt = "&"
- hint = "Overlay Material"
- }
- width: =
- {
- txt = "&"
- hint = "Panel Width in World"
- }
- height: =
- {
- txt = "&"
- hint = "Panel Height in World"
- }
- input#SetActive: =
- {
- txt = "&"
- hint = "Make the vgui screen visible."
- }
- input#SetInactive: =
- {
- txt = "&"
- hint = "Make the vgui screen invisible."
- }
- }
- vgui_screen:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_vgui_screen_base = !
- }
- cycler:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- t_RenderFxChoices = !
- t_RenderFields = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Not Solid"
- }
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- skin: =
- {
- txt = "&"
- hint = "Skin"
- }
- sequence: =
- {
- txt = "&"
- hint = "Sequence"
- }
- input#SetSequence: =
- {
- txt = "&"
- hint = "Sets the cycler's sequence."
- }
- input#Alpha: =
- {
- txt = "&"
- hint = "Sets the cycler's alpha value."
- }
- }
- t_gibshooterbase:incl =
- {
- t_Targetname = !
- t_Parentname = !
- angles: =
- {
- txt = "&"
- hint = "Gib Direction (Pitch Yaw Roll)"
- }
- m_iGibs: =
- {
- txt = "&"
- hint = "Number of Gibs"
- }
- delay: =
- {
- txt = "&"
- hint = "Delay between shots"
- }
- gibangles: =
- {
- txt = "&"
- hint = "Gib Angles (Pitch Yaw Roll)"
- }
- m_flVelocity: =
- {
- txt = "&"
- hint = "Gib Velocity"
- }
- m_flVariance: =
- {
- txt = "&"
- hint = "Course Variance"
- }
- m_flGibLife: =
- {
- txt = "&"
- hint = "Gib Life"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Repeatable"
- }
- input#Shoot: =
- {
- txt = "&"
- hint = "Force the gibshooter to create and shoot a gib."
- }
- }
- env_beam:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- t_RenderFxChoices = !
- renderamt: =
- {
- txt = "&"
- hint = "Brightness (1 - 255)"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Beam Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Beam Color (R G B)"
- }
- Radius: =
- {
- txt = "&"
- hint = "Radius"
- }
- life: =
- {
- txt = "&"
- hint = "Life (seconds 0 = infinite)"
- }
- BoltWidth: =
- {
- txt = "&"
- hint = "Width of beam"
- }
- NoiseAmplitude: =
- {
- txt = "&"
- hint = "Amount of noise (0-255)"
- }
- texture: =
- {
- txt = "&"
- hint = "Sprite Name"
- }
- TextureScroll: =
- {
- txt = "&"
- hint = "Texture Scroll Rate (0-100)"
- }
- framerate: =
- {
- txt = "&"
- hint = "Frames per 10 seconds"
- }
- framestart: =
- {
- txt = "&"
- hint = "Starting Frame"
- }
- StrikeTime: =
- {
- txt = "&"
- hint = "Strike again time (secs)"
- }
- damage: =
- {
- txt = "&"
- hint = "Damage / second"
- }
- LightningStart: =
- {
- txt = "&"
- hint = "Start Entity"
- }
- LightningEnd: =
- {
- txt = "&"
- hint = "Ending Entity"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Toggle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Random Strike"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Ring"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "StartSparks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "EndSparks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Decal End"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Shade Start"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Shade End"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Taper Out"
- }
- TouchType: =
- {
- txt = "&"
- hint = "Touch Type (tripwire)"
- typ = "C"
- items = "Not a tripwire"$0D"Player Only"$0D"NPC Only"$0D"Player or NPC"
- $0D"Player or NPC or Physprop"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- filtername: =
- {
- txt = "&"
- hint = "Filter Name"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turns the beam on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turns the beam off."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the beam between on and off."
- }
- input#StrikeOnce: =
- {
- txt = "&"
- hint = "Causes the beam to strike once. It will stay on for its set Li"
- "fe and then turn off (it will never turn off if Life is set to zero)"
- "."
- }
- input#Alpha: =
- {
- txt = "&"
- hint = "Sets the beam's alpha (0 - 255)."
- }
- input#Color: =
- {
- txt = "&"
- hint = "Sets the beam's render color (R G B)."
- }
- input#Amplitude: =
- {
- txt = "&"
- hint = "Set the amplitude of beam noise (0 - 255)."
- }
- input#ScrollSpeed: =
- {
- txt = "&"
- hint = "Set the scroll speed in units per second (0 - 100)."
- }
- input#Width: =
- {
- txt = "&"
- hint = "Set the width of the beam, in pixels."
- }
- output#OnTouchedByEntity: =
- {
- txt = "&"
- hint = "Fired when an entity touches the beam. Only fired if the entit"
- "y passes the 'Touch Type' choice."
- }
- }
- env_beverage:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- health: =
- {
- txt = "&"
- hint = "Capacity"
- }
- beveragetype: =
- {
- txt = "&"
- hint = "Beverage Type"
- typ = "C"
- items = "Coca-Cola"$0D"Sprite"$0D"Diet Coke"$0D"Orange"$0D"Surge"$0D"M"
- "oxie"$0D"Random"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Enable this dispenser."
- }
- }
- env_embers:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- particletype: =
- {
- txt = "&"
- hint = "Ember type"
- typ = "C"
- items = "Normal"$0D"Smooth Fade"$0D"Pulled"
- values = "0"$0D"1"$0D"2"
- }
- density: =
- {
- txt = "&"
- hint = "Density (particles per second)"
- }
- lifetime: =
- {
- txt = "&"
- hint = "Particle Lifetime (seconds)"
- }
- speed: =
- {
- txt = "&"
- hint = "Particle Speed (units per second)"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Ember Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Ember Color (R G B)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Toggle"
- }
- }
- env_funnel:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Reverse"
- }
- }
- env_blood:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Targetname = !
- t_Parentname = !
- spraydir: =
- {
- txt = "&"
- hint = "Spray Direction (Pitch Yaw Roll)"
- }
- color: =
- {
- txt = "&"
- hint = "Blood Color"
- typ = "C"
- items = "Red (Human)"$0D"Yellow (Alien)"
- values = "0"$0D"1"
- }
- amount: =
- {
- txt = "&"
- hint = "Amount of blood (damage to simulate)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Random Direction"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Blood Stream"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "On Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Spray decals"
- }
- input#EmitBlood: =
- {
- txt = "&"
- hint = "Triggers the blood effect."
- }
- }
- env_bubbles:form =
- {
- t_Targetname = !
- t_Parentname = !
- density: =
- {
- txt = "&"
- hint = "Bubble density"
- }
- frequency: =
- {
- txt = "&"
- hint = "Bubble frequency"
- }
- current: =
- {
- txt = "&"
- hint = "Speed of Current"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Off"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Activates the bubbles."
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Deactivates the bubbles."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the bubbles on and off."
- }
- input#SetDensity: =
- {
- txt = "&"
- hint = "Sets the bubble density."
- }
- input#SetFrequency: =
- {
- txt = "&"
- hint = "Sets bubble emission rate in bubbles per second."
- }
- input#SetCurrent: =
- {
- txt = "&"
- hint = "Sets current speed in inches per second."
- }
- }
- env_explosion:form =
- {
- t_Targetname = !
- t_Parentname = !
- iMagnitude: =
- {
- txt = "&"
- hint = "Magnitude"
- }
- iRadiusOverride: =
- {
- txt = "&"
- hint = "Radius Override"
- }
- fireballsprite: =
- {
- txt = "&"
- hint = "Fireball Sprite"
- }
- rendermode: =
- {
- txt = "&"
- hint = "Render Mode"
- typ = "C"
- items = "Normal"$0D"Solid"$0D"Additive"
- values = "0"$0D"4"$0D"5"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Damage"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Repeatable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "No Fireball"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "No Smoke"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "No Decal"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "No Sparks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "No Sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Random Orientation"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "No Fireball Smoke"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "No particles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "No DLights"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Don't clamp Min"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Don't clamp Max"
- }
- input#Explode: =
- {
- txt = "&"
- hint = "Triggers the explosion."
- }
- }
- env_smoketrail:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- opacity: =
- {
- txt = "&"
- hint = "Sprite Opacity"
- }
- spawnrate: =
- {
- txt = "&"
- hint = "Spawn Rate"
- }
- lifetime: =
- {
- txt = "&"
- hint = "Particle Life Time"
- }
- startcolor: =
- {
- txt = "&"
- hint = "Start Color"
- }
- startcolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Start Color"
- }
- endcolor: =
- {
- txt = "&"
- hint = "End Color"
- }
- endcolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "End Color"
- }
- emittime: =
- {
- txt = "&"
- hint = "Emitter Life Time"
- }
- minspeed: =
- {
- txt = "&"
- hint = "Minimum Random Speed"
- }
- maxspeed: =
- {
- txt = "&"
- hint = "Maximum Random Speed"
- }
- mindirectedspeed: =
- {
- txt = "&"
- hint = "Minimum Directed Speed"
- }
- maxdirectedspeed: =
- {
- txt = "&"
- hint = "Maximum Directed Speed"
- }
- startsize: =
- {
- txt = "&"
- hint = "Starting particle size"
- }
- endsize: =
- {
- txt = "&"
- hint = "Ending particle size"
- }
- spawnradius: =
- {
- txt = "&"
- hint = "Spawn radius"
- }
- firesprite: =
- {
- txt = "&"
- hint = "Fire Sprite"
- }
- smokesprite: =
- {
- txt = "&"
- hint = "Smoke Puff"
- }
- }
- env_physexplosion:form =
- {
- t_Targetname = !
- t_Parentname = !
- magnitude: =
- {
- txt = "&"
- hint = "Magnitude"
- }
- radius: =
- {
- txt = "&"
- hint = "Clamp Radius (0 = auto)"
- }
- targetentityname: =
- {
- txt = "&"
- hint = "Limit to Entity"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Damage - Only Force"
- }
- input#Explode: =
- {
- txt = "&"
- hint = "Trigger the explosion."
- }
- }
- env_physimpact:form =
- {
- t_Targetname = !
- t_Parentname = !
- angles: =
- {
- txt = "&"
- hint = "Pitch Yaw Roll (Y Z X)"
- }
- magnitude: =
- {
- txt = "&"
- hint = "Magnitude"
- }
- distance: =
- {
- txt = "&"
- hint = "Distance"
- }
- directionentityname: =
- {
- txt = "&"
- hint = "Point to Entity"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No fall-off"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Infinite Length"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Ignore Mass"
- }
- input#Impact: =
- {
- txt = "&"
- hint = "Trigger the impact"
- }
- }
- env_fire:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_EnableDisable = !
- health: =
- {
- txt = "&"
- hint = "Duration"
- }
- firesize: =
- {
- txt = "&"
- hint = "Size"
- }
- fireattack: =
- {
- txt = "&"
- hint = "Attack"
- }
- firetype: =
- {
- txt = "&"
- hint = "Type"
- typ = "C"
- items = "Natural"$0D"Plasma"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Infinite Duration"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Smokeless"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Start Full"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Don't drop"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "No glow"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Delete when out"
- }
- ignitionpoint: =
- {
- txt = "&"
- hint = "Ignition Point"
- }
- damagescale: =
- {
- txt = "&"
- hint = "Damage Scale"
- }
- input#StartFire: =
- {
- txt = "&"
- hint = "Start the fire."
- }
- input#Extinguish: =
- {
- txt = "&"
- hint = "Puts out the fire permanently in the number of seconds specifi"
- "ed."
- }
- input#ExtinguishTemporary: =
- {
- txt = "&"
- hint = "Puts out the fire temporarily in the number of seconds specifi"
- "ed."
- }
- output#OnIgnited: =
- {
- txt = "&"
- hint = "Fires when the fire is first ignited."
- }
- output#OnExtinguished: =
- {
- txt = "&"
- hint = "Fires when the fire is fully extinguished."
- }
- }
- env_firesource:form =
- {
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- fireradius: =
- {
- txt = "&"
- hint = "Radius"
- }
- firedamage: =
- {
- txt = "&"
- hint = "Intensity / Damage"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable fire source."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable fire source."
- }
- }
- env_firesensor:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- fireradius: =
- {
- txt = "&"
- hint = "Radius"
- }
- heatlevel: =
- {
- txt = "&"
- hint = "Heat level"
- }
- heattime: =
- {
- txt = "&"
- hint = "Time at level"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable fire sensor."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable fire sensor."
- }
- output#OnHeatLevelStart: =
- {
- txt = "&"
- hint = "Fires when the heat level has been sustained for the specified"
- " length of time."
- }
- output#OnHeatLevelEnd: =
- {
- txt = "&"
- hint = "Fires when the heat level drops below the target level."
- }
- }
- env_entity_igniter:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Entity to ignite"
- }
- lifetime: =
- {
- txt = "&"
- hint = "Lifetime in seconds"
- }
- input#Ignite: =
- {
- txt = "&"
- hint = "Ignite the target entity."
- }
- }
- env_fog_controller:form =
- {
- t_Targetname = !
- t_DXLevelChoice = !
- t_Angles = !
- input#SetStartDist: =
- {
- txt = "&"
- hint = "Set the fog start distance."
- }
- input#SetEndDist: =
- {
- txt = "&"
- hint = "Set the fog end distance."
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the fog on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn the fog off."
- }
- input#SetColor: =
- {
- txt = "&"
- hint = "Set the primary fog color."
- }
- input#SetColorSecondary: =
- {
- txt = "&"
- hint = "Set the secondary fog color."
- }
- input#SetFarZ: =
- {
- txt = "&"
- hint = "Set the far clip plane distance."
- }
- input#SetAngles: =
- {
- txt = "&"
- hint = "Set the angles to use for the secondary fog direction."
- }
- fogenable: =
- {
- txt = "&"
- hint = "Fog Enable"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogblend: =
- {
- txt = "&"
- hint = "Fog Blend"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- use_angles: =
- {
- txt = "&"
- hint = "Use Angles for Fog Dir"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogcolor: =
- {
- txt = "&"
- hint = "Primary Fog Color"
- }
- fogcolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Primary Fog Color"
- }
- fogcolor2: =
- {
- txt = "&"
- hint = "Secondary Fog Color"
- }
- fogcolor2: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Secondary Fog Color"
- }
- fogdir: =
- {
- txt = "&"
- hint = "Primary Fog Direction"
- }
- fogstart: =
- {
- txt = "&"
- hint = "Fog Start"
- }
- fogend: =
- {
- txt = "&"
- hint = "Fog End"
- }
- farz: =
- {
- txt = "&"
- hint = "Far Z Clip Plane"
- }
- }
- env_steam:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Emissive"
- }
- InitialState: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- type: =
- {
- txt = "&"
- hint = "Particle Type"
- typ = "C"
- items = "Normal"$0D"Heat Wave"
- values = "0"$0D"1"
- }
- SpreadSpeed: =
- {
- txt = "&"
- hint = "Spread Speed"
- }
- Speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- StartSize: =
- {
- txt = "&"
- hint = "Particle start size"
- }
- EndSize: =
- {
- txt = "&"
- hint = "Particle end size"
- }
- Rate: =
- {
- txt = "&"
- hint = "Emission rate"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color (R G B)"
- }
- JetLength: =
- {
- txt = "&"
- hint = "Length of steam jet"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Translucency"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turns the steam jet on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turns the steam jet off."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the steam jet between on and off."
- }
- input#JetLength: =
- {
- txt = "&"
- hint = "Sets the length of steam jet."
- }
- input#Rate: =
- {
- txt = "&"
- hint = "Sets the particle emission rate in particles per second."
- }
- input#Speed: =
- {
- txt = "&"
- hint = "Sets the default speed of the particles in units per second."
- }
- input#SpreadSpeed: =
- {
- txt = "&"
- hint = "Sets the spread speed in units per second."
- }
- }
- env_laser:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- t_RenderFxChoices = !
- LaserTarget: =
- {
- txt = "&"
- hint = "Target of Laser"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Brightness (1 - 255)"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Beam Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Beam Color (R G B)"
- }
- width: =
- {
- txt = "&"
- hint = "Width of Beam"
- }
- NoiseAmplitude: =
- {
- txt = "&"
- hint = "Amount of noise (0-255)"
- }
- texture: =
- {
- txt = "&"
- hint = "Sprite Name"
- }
- EndSprite: =
- {
- txt = "&"
- hint = "End Sprite"
- }
- TextureScroll: =
- {
- txt = "&"
- hint = "Texture Scroll Rate (0-100)"
- }
- framestart: =
- {
- txt = "&"
- hint = "Starting Frame"
- }
- damage: =
- {
- txt = "&"
- hint = "Damage / second"
- }
- dissolvetype: =
- {
- txt = "&"
- hint = "Dissolve Type"
- typ = "C"
- items = "None"$0D"Energy"$0D"Heavy electrical"$0D"Light electrical"
- values = "-1"$0D"0"$0D"1"$0D"2"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "StartSparks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "EndSparks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Decal End"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turns the laser on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turns the laser off."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggles the laser between on and off."
- }
- }
- env_message:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- message: =
- {
- txt = "&"
- hint = "Message Text"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Play Once"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "All Clients"
- }
- messagesound: =
- {
- txt = "&"
- hint = "Sound Effect"
- }
- messagevolume: =
- {
- txt = "&"
- hint = "Volume 0-10"
- }
- messageattenuation: =
- {
- txt = "&"
- hint = "Sound Radius"
- typ = "C"
- items = "Small Radius"$0D"Medium Radius"$0D"Large Radius"$0D"Play Eve"
- "rywhere"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- input#ShowMessage: =
- {
- txt = "&"
- hint = "Shows the message and plays the sound."
- }
- output#OnShowMessage: =
- {
- txt = "&"
- hint = "Fired when the message is activated."
- }
- }
- env_hudhint:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- message: =
- {
- txt = "&"
- hint = "Hint Text (localized)"
- }
- input#ShowHudHint: =
- {
- txt = "&"
- hint = "Shows the hint message."
- }
- }
- env_shake:form =
- {
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "GlobalShake"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "In Air"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Physics"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Ropes"
- }
- amplitude: =
- {
- txt = "&"
- hint = "Amplitude (0-16)"
- }
- radius: =
- {
- txt = "&"
- hint = "Effect Radius"
- }
- duration: =
- {
- txt = "&"
- hint = "Duration (seconds)"
- }
- frequency: =
- {
- txt = "&"
- hint = "Frequency"
- }
- input#Amplitude: =
- {
- txt = "&"
- hint = "Set the amplitude (0-16)"
- }
- input#Frequency: =
- {
- txt = "&"
- hint = "Set the frequence. Should be a value between 0 and 255, where "
- "0.1 = jerk, and 255.0 = rumble."
- }
- input#StartShake: =
- {
- txt = "&"
- hint = "Start the shake."
- }
- input#StopShake: =
- {
- txt = "&"
- hint = "Stop the shake."
- }
- }
- gibshooter:form =
- {
- t_gibshooterbase = !
- }
- env_shooter:form =
- {
- t_gibshooterbase = !
- t_RenderFields = !
- shootmodel: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- shootsounds: =
- {
- txt = "&"
- hint = "Material Sound"
- typ = "C"
- items = "None"$0D"Glass"$0D"Wood"$0D"Metal"$0D"Flesh"$0D"Concrete"
- values = "-1"$0D"0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- simulation: =
- {
- txt = "&"
- hint = "Simulate"
- typ = "C"
- items = "Point"$0D"Physics"$0D"Ragdoll"
- values = "0"$0D"1"$0D"2"
- }
- skin: =
- {
- txt = "&"
- hint = "Gib Skin"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "On fire"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "strict remove after lifetime"
- }
- }
- env_rotorshooter:form =
- {
- t_gibshooterbase = !
- t_RenderFields = !
- shootmodel: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- shootsounds: =
- {
- txt = "&"
- hint = "Material Sound"
- typ = "C"
- items = "None"$0D"Glass"$0D"Wood"$0D"Metal"$0D"Flesh"$0D"Concrete"
- values = "-1"$0D"0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- simulation: =
- {
- txt = "&"
- hint = "Simulate"
- typ = "C"
- items = "Point"$0D"Physics"$0D"Ragdoll"
- values = "0"$0D"1"$0D"2"
- }
- skin: =
- {
- txt = "&"
- hint = "Gib Skin"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "On fire"
- }
- rotortime: =
- {
- txt = "&"
- hint = "Time Under Rotor"
- }
- rotortimevariance: =
- {
- txt = "&"
- hint = "Time variance"
- }
- }
- env_soundscape_proxy:form =
- {
- t_Targetname = !
- t_Parentname = !
- MainSoundscapeName: =
- {
- txt = "&"
- hint = "Soundscape Entity"
- }
- radius: =
- {
- txt = "&"
- hint = "Radius"
- }
- }
-
- env_soundscape:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_EnableDisable = !
- radius: =
- {
- txt = "&"
- hint = "Radius"
- }
-
- // include external soundscape file
-
- t_soundscapeselect = !
-
- // old dialog
- //
- // soundscape: =
- // {
- // txt = "&"
- // hint = "Soundscape"
- // typ = "C"
- // items = "Nothing"$0D"Automatic"$0D"Automatic (dialog)"$0D"Indoor"$0D"O"
- // "utdoor"
- // values = "Nothing"$0D"Automatic"$0D"Automatic_Dialog"$0D"GenericIndoor"
- // $0D"GenericOutdoor"
- // }
-
- position0: =
- {
- txt = "&"
- hint = "Sound Position 0"
- }
- position1: =
- {
- txt = "&"
- hint = "Sound Position 1"
- }
- position2: =
- {
- txt = "&"
- hint = "Sound Position 2"
- }
- position3: =
- {
- txt = "&"
- hint = "Sound Position 3"
- }
- position4: =
- {
- txt = "&"
- hint = "Sound Position 4"
- }
- position5: =
- {
- txt = "&"
- hint = "Sound Position 5"
- }
- position6: =
- {
- txt = "&"
- hint = "Sound Position 6"
- }
- position7: =
- {
- txt = "&"
- hint = "Sound Position 7"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the soundscape."
- }
- input#Disabled: =
- {
- txt = "&"
- hint = "Disable the soundscape."
- }
- input#ToggleEnabled: =
- {
- txt = "&"
- hint = "Toggle the soundscape enabled state."
- }
- output#OnPlay: =
- {
- txt = "&"
- hint = "Fired when this soundscape becomes the active one."
- }
- }
-
- t_env_soundscape:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_EnableDisable = !
- radius: =
- {
- txt = "&"
- hint = "Radius"
- }
-
- // include external soundscape file
-
- t_soundscapeselect = !
-
- // old dialog
- //
- // soundscape: =
- // {
- // txt = "&"
- // hint = "Soundscape"
- // typ = "C"
- // items = "Nothing"$0D"Automatic"$0D"Automatic (dialog)"$0D"Indoor"$0D"O"
- // "utdoor"
- // values = "Nothing"$0D"Automatic"$0D"Automatic_Dialog"$0D"GenericIndoor"
- // $0D"GenericOutdoor"
- // }
-
- position0: =
- {
- txt = "&"
- hint = "Sound Position 0"
- }
- position1: =
- {
- txt = "&"
- hint = "Sound Position 1"
- }
- position2: =
- {
- txt = "&"
- hint = "Sound Position 2"
- }
- position3: =
- {
- txt = "&"
- hint = "Sound Position 3"
- }
- position4: =
- {
- txt = "&"
- hint = "Sound Position 4"
- }
- position5: =
- {
- txt = "&"
- hint = "Sound Position 5"
- }
- position6: =
- {
- txt = "&"
- hint = "Sound Position 6"
- }
- position7: =
- {
- txt = "&"
- hint = "Sound Position 7"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the soundscape."
- }
- input#Disabled: =
- {
- txt = "&"
- hint = "Disable the soundscape."
- }
- input#ToggleEnabled: =
- {
- txt = "&"
- hint = "Toggle the soundscape enabled state."
- }
- output#OnPlay: =
- {
- txt = "&"
- hint = "Fired when this soundscape becomes the active one."
- }
- }
-
-
-
- env_soundscape_triggerable:form =
- {
- t_env_soundscape = !
- }
- env_spark:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- MaxDelay: =
- {
- txt = "&"
- hint = "Max Delay"
- }
- Magnitude: =
- {
- txt = "&"
- hint = "Magnitude"
- typ = "C"
- items = "Small"$0D"Medium"$0D"Large"$0D"Huge"
- values = "1"$0D"2"$0D"5"$0D"8"
- }
- TrailLength: =
- {
- txt = "&"
- hint = "Spark Trail Length"
- typ = "C"
- items = "Short"$0D"Medium"$0D"Long"
- values = "1"$0D"2"$0D"3"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Start ON"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Glow"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Silent"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Directional"
- }
- input#StartSpark: =
- {
- txt = "&"
- hint = "Start the spark effect."
- }
- input#StopSpark: =
- {
- txt = "&"
- hint = "Stop the spark effect."
- }
- input#ToggleSpark: =
- {
- txt = "&"
- hint = "Toggle the on/off state of the spark effect."
- }
- input#SparkOnce: =
- {
- txt = "&"
- hint = "Spark once."
- }
- }
- env_sprite:form =
- {
- bbox = '-2 -2 -2 2 2 2'
- t_Targetname = !
- t_Parentname = !
- t_RenderFields = !
- t_DXLevelChoice = !
- framerate: =
- {
- txt = "&"
- hint = "Framerate"
- }
- model: =
- {
- txt = "&"
- hint = "Sprite Name"
- }
- scale: =
- {
- txt = "&"
- hint = "Scale"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start on"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Play Once"
- }
- GlowProxySize: =
- {
- txt = "&"
- hint = "Size of Glow Proxy Geometry."
- }
- input#Alpha: =
- {
- txt = "&"
- hint = "Set the sprite's alpha (0 - 255)."
- }
- input#Color: =
- {
- txt = "&"
- hint = "Set the sprite's color (R G B)."
- }
- input#SetScale: =
- {
- txt = "&"
- hint = "Set the sprite's scale (0 - 8.0)."
- }
- input#HideSprite: =
- {
- txt = "&"
- hint = "Hide the sprite. Won't be drawn until the 'ShowSprite' input i"
- "s received."
- }
- input#ShowSprite: =
- {
- txt = "&"
- hint = "Show the sprite."
- }
- input#ToggleSprite: =
- {
- txt = "&"
- hint = "Toggle the sprite between hidden and shown."
- }
- }
- env_wind:form =
- {
- t_Targetname = !
- t_Angles = !
- gustsound: =
- {
- txt = "&"
- hint = "Gust Sound Filename"
- }
- minwind: =
- {
- txt = "&"
- hint = "Min normal speed"
- }
- maxwind: =
- {
- txt = "&"
- hint = "Max normal speed"
- }
- mingust: =
- {
- txt = "&"
- hint = "Min gust speed"
- }
- maxgust: =
- {
- txt = "&"
- hint = "Max gust speed"
- }
- mingustdelay: =
- {
- txt = "&"
- hint = "Min gust delay"
- }
- maxgustdelay: =
- {
- txt = "&"
- hint = "Max gust delay"
- }
- gustdirchange: =
- {
- txt = "&"
- hint = "Max gust dir change (degrees)"
- }
- }
- sky_camera:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Angles = !
- scale: =
- {
- txt = "&"
- hint = "3D Skybox scale"
- }
- fogenable: =
- {
- txt = "&"
- hint = "Fog Enable"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogblend: =
- {
- txt = "&"
- hint = "Fog Blend"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- use_angles: =
- {
- txt = "&"
- hint = "Use Angles for Fog Dir"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogcolor: =
- {
- txt = "&"
- hint = "Primary Fog Color"
- }
- _fogcolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Primary Fog Color"
- }
- fogcolor2: =
- {
- txt = "&"
- hint = "Secondary Fog Color"
- }
- _fogcolor2: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Secondary Fog Color"
- }
- fogdir: =
- {
- txt = "&"
- hint = "Primary Fog Dir"
- }
- fogstart: =
- {
- txt = "&"
- hint = "Fog Start"
- }
- fogend: =
- {
- txt = "&"
- hint = "Fog End"
- }
- }
- t_BaseSpeaker:incl =
- {
- t_Targetname = !
- t_ResponseContext = !
- delaymin: =
- {
- txt = "&"
- hint = "Min Delay Between Announcements"
- }
- delaymax: =
- {
- txt = "&"
- hint = "Max Delay Between Announcements"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Silent"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Play Everywhere"
- }
- rulescript: =
- {
- txt = "&"
- hint = "Context rule script"
- }
- concept: =
- {
- txt = "&"
- hint = "Concept name"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on the random announcements."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off the random announcements."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the random announcements off and on."
- }
- }
- game_weapon_manager:form =
- {
- t_Targetname = !
- weaponname: =
- {
- txt = "&"
- hint = "Weapon Classname"
- }
- maxpieces: =
- {
- txt = "&"
- hint = "Max Allowed in Level"
- }
- }
- game_end:form =
- {
- t_Targetname = !
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- input#EndGame: =
- {
- txt = "&"
- hint = "End the multiplayer game."
- }
- }
- game_player_equip:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Use Only"
- }
- master: =
- {
- txt = "&"
- hint = "Team Master (Obsolete)"
- }
- }
- game_player_team:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Remove On fire"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Kill Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Gib Player"
- }
- target: =
- {
- txt = "&"
- hint = "game_team_master to use"
- }
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- }
- game_score:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Allow Negative"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Team Points"
- }
- points: =
- {
- txt = "&"
- hint = "Points to add (+/-)"
- }
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- input#ApplyScore: =
- {
- txt = "&"
- hint = "Add score to player."
- }
- }
- game_text:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "All Players"
- }
- message: =
- {
- txt = "&"
- hint = "Message Text"
- }
- x: =
- {
- txt = "&"
- hint = "X (0 - 1.0 = left to right) (-1 centers)"
- }
- y: =
- {
- txt = "&"
- hint = "Y (0 - 1.0 = top to bottom) (-1 centers)"
- }
- effect: =
- {
- txt = "&"
- hint = "Text Effect"
- typ = "C"
- items = "Fade In/Out"$0D"Credits"$0D"Scan Out"
- values = "0"$0D"1"$0D"2"
- }
- color: =
- {
- txt = "&"
- hint = "Color1"
- }
- color2: =
- {
- txt = "&"
- hint = "Color2"
- }
- fadein: =
- {
- txt = "&"
- hint = "Fade in Time (or character scan time)"
- }
- fadeout: =
- {
- txt = "&"
- hint = "Fade Out Time"
- }
- holdtime: =
- {
- txt = "&"
- hint = "Hold Time"
- }
- fxtime: =
- {
- txt = "&"
- hint = "Scan time (scan effect only)"
- }
- channel: =
- {
- txt = "&"
- hint = "Text Channel"
- typ = "C"
- items = "Channel 1"$0D"Channel 2"$0D"Channel 3"$0D"Channel 4"
- values = "1"$0D"2"$0D"3"$0D"4"
- }
- master: =
- {
- txt = "&"
- hint = "Master"
- }
- input#Display: =
- {
- txt = "&"
- hint = "Display the message text."
- }
- }
- point_enable_motion_fixup:form =
- {
- bbox = '-2 -2 -2 2 2 2'
- t_Parentname = !
- t_Angles = !
- }
- point_message:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Disabled"
- }
- message: =
- {
- txt = "&"
- hint = "Entity Message"
- }
- radius: =
- {
- txt = "&"
- hint = "Show message radius"
- }
- developeronly: =
- {
- txt = "&"
- hint = "Developer Only?"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Start displaying the message text, if the player is within the"
- " message radius."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Stop displaying the message text."
- }
- }
- point_spotlight:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No Dynamic Light"
- }
- spotlightlength: =
- {
- txt = "&"
- hint = "Spotlight Length"
- }
- spotlightwidth: =
- {
- txt = "&"
- hint = "Spotlight Width"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color (R G B)"
- }
- input#LightOn: =
- {
- txt = "&"
- hint = "Turn the spotlight on."
- }
- input#LightOff: =
- {
- txt = "&"
- hint = "Turn the spotlight off"
- }
- }
- point_tesla:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- m_SourceEntityName: =
- {
- txt = "&"
- hint = "Source Entity"
- }
- m_SoundName: =
- {
- txt = "&"
- hint = "Sound Name"
- }
- texture: =
- {
- txt = "&"
- hint = "Sprite Name"
- }
- m_Color: =
- {
- txt = "&"
- hint = "Color"
- }
- m_Color: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color"
- }
- m_flRadius: =
- {
- txt = "&"
- hint = "Radius"
- }
- beamcount_min: =
- {
- txt = "&"
- hint = "Min # of Beams"
- }
- beamcount_max: =
- {
- txt = "&"
- hint = "Max # of Beams"
- }
- thick_min: =
- {
- txt = "&"
- hint = "Min Beam Width"
- }
- thick_max: =
- {
- txt = "&"
- hint = "Max Beam Width"
- }
- lifetime_min: =
- {
- txt = "&"
- hint = "Min Time Visible"
- }
- lifetime_max: =
- {
- txt = "&"
- hint = "Max Time Visible"
- }
- interval_min: =
- {
- txt = "&"
- hint = "Min Time Between Arcs"
- }
- interval_max: =
- {
- txt = "&"
- hint = "Max Time Between Arcs"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn emitter on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn emitter off."
- }
- input#DoSpark: =
- {
- txt = "&"
- hint = "Force a single arc."
- }
- }
- point_clientcommand:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- input#Command: =
- {
- txt = "&"
- hint = "Command to execute."
- }
- }
- point_servercommand:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- input#Command: =
- {
- txt = "&"
- hint = "Command to execute."
- }
- }
- game_ui:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Freeze Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Hide Weapon"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "+Use Deactivates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Jump Deactivates"
- }
- FieldOfView: =
- {
- txt = "&"
- hint = "FieldOfView"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Return Player Control."
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Take Player Control."
- }
- output#PlayerOn: =
- {
- txt = "&"
- hint = "Fired whenever this entity starts controlling the player's inp"
- "ut."
- }
- output#PlayerOff: =
- {
- txt = "&"
- hint = "Fired whenever this entity stops controlling the player's inpu"
- "t."
- }
- output#PressedMoveLeft: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the moveleft key."
- }
- output#PressedMoveRight: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the moveright key."
- }
- output#PressedForward: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the forward key."
- }
- output#PressedBack: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the backward key."
- }
- output#PressedAttack: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the attack key."
- }
- output#PressedAttack2: =
- {
- txt = "&"
- hint = "Fired whenever the player presses the secondary attack key."
- }
- output#XAxis: =
- {
- txt = "&"
- hint = "An output that fires whenever the X axis of the player's input"
- " changes. i.e. -1 when the player has moveleft key down, 1 when the "
- "player has moveright key down, and 0 if neither."
- }
- output#YAxis: =
- {
- txt = "&"
- hint = "An output that fires whenever the Y axis of the player's input"
- " changes. i.e. -1 when the player has backward key down, 1 when the "
- "player has forward key down, and 0 if neither."
- }
- output#AttackAxis: =
- {
- txt = "&"
- hint = "An output that fires whenever the state of the player's attack"
- " key changes. i.e. 1 when the player has the attack key down, 0 othe"
- "rwise."
- }
- output#Attack2Axis: =
- {
- txt = "&"
- hint = "An output that fires whenever the state of the player's second"
- "ary attack key changes. i.e. 1 when the player has the secondary att"
- "ack key down, 0 otherwise."
- }
- }
- game_zone_player:form =
- {
- t_Targetname = !
- t_Parentname = !
- input#CountPlayersInZone: =
- {
- txt = "&"
- hint = "Count the number of players in the zone, and fire the correspo"
- "nding outputs."
- }
- output#OnPlayerInZone: =
- {
- txt = "&"
- hint = "Fired whenever a count finds a player inside the zone, with th"
- "e player as the activator."
- }
- output#OnPlayerOutZone: =
- {
- txt = "&"
- hint = "Fired whenever a count finds a player outside the zone, with t"
- "he player as the activator."
- }
- output#PlayersInCount: =
- {
- txt = "&"
- hint = "Fired after a count, and contains the number of players found "
- "inside the zone."
- }
- output#PlayersOutCount: =
- {
- txt = "&"
- hint = "Fired after a count, and contains the number of players found "
- "outside the zone."
- }
- }
- infodecal:form =
- {
- t_Targetname = !
- texture: =
- {
- txt = "&"
- typ = "ET"
- Cap = "texture..."
- }
- LowPriority: =
- {
- txt = "&"
- hint = "Low Priority (can be replaced)"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Force the decal to apply itself to the world."
- }
- }
- info_projecteddecal:form =
- {
- t_Angles = !
- t_Targetname = !
- texture: =
- {
- txt = "&"
- typ = "ET"
- Cap = "texture..."
- }
- Distance: =
- {
- txt = "&"
- hint = "Distance"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Force the decal to apply itself to the world."
- }
- }
- info_no_dynamic_shadow:form =
- {
- sides: =
- {
- txt = "&"
- hint = "Brush faces"
- }
- }
- info_player_start:form =
- {
- t_PlayerClass = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Master (Has priority if multiple info_player_starts exist)"
- }
- }
- info_overlay:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- material: =
- {
- txt = "&"
- hint = "Material"
- typ = "ET"
- Cap = "texture..."
- }
- sides: =
- {
- txt = "&"
- hint = "Brush faces"
- }
- RenderOrder: =
- {
- txt = "&"
- hint = "Render Order"
- }
- StartU: =
- {
- txt = "&"
- hint = "U Start"
- }
- EndU: =
- {
- txt = "&"
- hint = "U End"
- }
- StartV: =
- {
- txt = "&"
- hint = "V Start"
- }
- EndV: =
- {
- txt = "&"
- hint = "V End"
- }
- BasisOrigin: =
- {
- txt = "&"
- hint = "Overlay Basis Origin(Read-Only)"
- }
- BasisU: =
- {
- txt = "&"
- hint = "Overlay Basis U(Read-Only)"
- }
- BasisV: =
- {
- txt = "&"
- hint = "Overlay Basis V(Read-Only)"
- }
- BasisNormal: =
- {
- txt = "&"
- hint = "Overlay Basis Normal(Read-Only)"
- }
- uv0: =
- {
- txt = "&"
- hint = "Overlay Point 1(Read-Only)"
- }
- uv1: =
- {
- txt = "&"
- hint = "Overlay Point 2(Read-Only)"
- }
- uv2: =
- {
- txt = "&"
- hint = "Overlay Point 3(Read-Only)"
- }
- uv3: =
- {
- txt = "&"
- hint = "Overlay Point 4(Read-Only)"
- }
- }
- info_intermission:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- target: =
- {
- txt = "&"
- hint = "Entity to look at"
- }
- }
- info_landmark:form =
- {
- t_Targetname = !
- }
- info_null:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- }
- info_target:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- input#DispatchEffect: =
- {
- txt = "&"
- hint = "Dispatch an effect from this point. Unfinished."
- }
- }
- phys_ragdollmagnet:form =
- {
- t_Targetname = !
- t_EnableDisable = !
- t_Parentname = !
- t_Angles = !
- axis: =
- {
- txt = "&"
- hint = "Bar Magnet Axis"
- }
- radius: =
- {
- txt = "&"
- hint = "Effective Radius"
- }
- force: =
- {
- txt = "&"
- hint = "Force"
- }
- target: =
- {
- txt = "&"
- hint = "Entity to affect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Bar Magnet (use axis helper)"
- }
- }
- info_lighting:form =
- {
- t_Targetname = !
- }
- info_teleport_destination:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- t_PlayerClass = !
- }
- info_node:form =
- {
- t_Targetname = !
- t_Node = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Force human permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Force small_centered permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Force wide_human permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Force tiny permissiont"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Force wide_short permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Force medium permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Force tiny_centered permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Force large permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Force large_centered permission"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Keep editor position"
- }
- }
- info_node_hint:form =
- {
- t_Targetname = !
- t_Angles = !
- t_HintNode = !
- output#OnNPCStartedUsing: =
- {
- txt = "&"
- hint = "Fired when an NPC has reached this node and started using it. "
- "Passes along the NPC."
- }
- output#OnNPCStoppedUsing: =
- {
- txt = "&"
- hint = "Fired when an NPC has stopped using this node. Passes along th"
- "e NPC."
- }
- }
- info_node_air:form =
- {
- t_Targetname = !
- t_Node = !
- nodeheight: =
- {
- txt = "&"
- hint = "NodeHeight"
- }
- }
- info_node_air_hint:form =
- {
- t_Angles = !
- t_Targetname = !
- t_HintNode = !
- nodeheight: =
- {
- txt = "&"
- hint = "NodeHeight"
- }
- }
- info_hint:form =
- {
- t_Targetname = !
- t_Angles = !
- t_HintNode = !
- }
- info_node_link:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- StartNode: =
- {
- txt = "&"
- hint = "Start node ID"
- }
- EndNode: =
- {
- txt = "&"
- hint = "End node ID"
- }
- initialstate: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- AllowUse: =
- {
- txt = "&"
- hint = "Allow Pass When Off"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Force human connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Force small_centered connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Force wide_human connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Force tiny connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Force wide_short connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Force medium connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Force tiny_centered connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Force large connect"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Force large_centered connect"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the link on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn the link off."
- }
- }
- info_node_link_controller:form =
- {
- t_Targetname = !
- mins: =
- {
- txt = "&"
- hint = "Mins"
- }
- maxs: =
- {
- txt = "&"
- hint = "Maxs"
- }
- initialstate: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- AllowUse: =
- {
- txt = "&"
- hint = "Allow Pass When Off"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the link on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn the link off."
- }
- }
- info_node_climb:form =
- {
- t_Targetname = !
- t_Angles = !
- t_HintNode = !
- }
- light:form =
- {
- t_Targetname = !
- t_Light = !
- target: =
- {
- txt = "&"
- hint = "Entity To Point At"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Initially dark"
- }
- _distance: =
- {
- txt = "&"
- hint = "Maximum Distance"
- }
- }
- light_environment:form =
- {
- t_Angles = !
- pitch: =
- {
- txt = "&"
- hint = "Pitch"
- }
- _light: =
- {
- txt = "&"
- hint = "Brightness"
- }
- _light: =
- {
- Txt = "&"
- Typ = "LU4"
- Hint = "light color (not the intensity, only the color)"
- }
- _ambient: =
- {
- txt = "&"
- hint = "Ambient"
- }
- _ambient: =
- {
- Txt = "&"
- Typ = "LU4"
- Hint = "light color (not the intensity, only the color)"
- }
- }
- light_spot:form =
- {
- t_Targetname = !
- t_Angles = !
- t_Light = !
- target: =
- {
- txt = "&"
- hint = "Entity to point at"
- }
- _inner_cone: =
- {
- txt = "&"
- hint = "Inner (bright) angle"
- }
- _cone: =
- {
- txt = "&"
- hint = "Outer (fading) angle"
- }
- _exponent: =
- {
- txt = "&"
- hint = "Focus"
- }
- _distance: =
- {
- txt = "&"
- hint = "Maximum distance"
- }
- pitch: =
- {
- txt = "&"
- hint = "Pitch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Initially dark"
- }
- }
- light_dynamic:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- target: =
- {
- txt = "&"
- hint = "Entity to point at"
- }
- _light: =
- {
- txt = "&"
- hint = "Light color"
- }
- _light: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "light color (not the intensity, only the color)"
- }
- brightness: =
- {
- txt = "&"
- hint = "Light brightness"
- }
- _inner_cone: =
- {
- txt = "&"
- hint = "Inner (bright) angle"
- }
- _cone: =
- {
- txt = "&"
- hint = "Outer (fading) angle"
- }
- pitch: =
- {
- txt = "&"
- hint = "Pitch"
- }
- distance: =
- {
- txt = "&"
- hint = "Maximum distance"
- }
- spotlight_radius: =
- {
- txt = "&"
- hint = "Spotlight end radius"
- }
- style: =
- {
- txt = "&"
- hint = "Appearance"
- typ = "C"
- items = "Normal"$0D"Fluorescent flicker"$0D"Slow, strong pulse"$0D"Slo"
- "w pulse, noblack"$0D"Gentle pulse"$0D"Flicker A"$0D"Flicker B"$0D"Ca"
- "ndle A"$0D"Candle B"$0D"Candle C"$0D"Fast strobe"$0D"Slow strobe"
- values = "0"$0D"10"$0D"2"$0D"11"$0D"5"$0D"1"$0D"6"$0D"3"$0D"7"$0D"8"$0D
- "4"$0D"9"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No world light"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No model light"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Add Displacement Alpha"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Subtract Displacement Alpha"
- }
- input#Color: =
- {
- txt = "&"
- hint = "Set the light's render color (R G B)."
- }
- input#brightness: =
- {
- txt = "&"
- hint = "Set the light brightness."
- }
- input#distance: =
- {
- txt = "&"
- hint = "Set the maximum light distance."
- }
- input#_inner_cone: =
- {
- txt = "&"
- hint = "Set the inner (bright) angle."
- }
- input#_cone: =
- {
- txt = "&"
- hint = "Set the outer (fading) angle."
- }
- input#spotlight_radius: =
- {
- txt = "&"
- hint = "Set the radius of the spotlight at the end point."
- }
- input#style: =
- {
- txt = "&"
- hint = "Change the lightstyle (see Appearance field for possible value"
- "s)."
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the light off."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn the light on."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the light on/off."
- }
- }
- shadow_control:form =
- {
- t_Targetname = !
- angles: =
- {
- txt = "&"
- hint = "Pitch Yaw Roll (Y Z X)"
- }
- color: =
- {
- txt = "&"
- hint = "Shadow Color"
- }
- color: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Shadow Color"
- }
- distance: =
- {
- txt = "&"
- hint = "Maximum Distance"
- }
- input#color: =
- {
- txt = "&"
- hint = "Set the shadow color."
- }
- input#direction: =
- {
- txt = "&"
- hint = "Set the shadow direction."
- }
- input#SetDistance: =
- {
- txt = "&"
- hint = "Set the maximum shadow cast distance."
- }
- input#SetAngles: =
- {
- txt = "&"
- hint = "Set the shadow direction."
- }
- }
- t_KeyFrame:incl =
- {
- NextKey: =
- {
- txt = "&"
- hint = "Next KeyFrame"
- }
- MoveSpeed: =
- {
- txt = "&"
- hint = "Speed (units per second)"
- }
- }
- t_Mover:incl =
- {
- PositionInterpolator: =
- {
- txt = "&"
- hint = "Position Interpolator"
- typ = "C"
- items = "Linear"$0D"Catmull-Rom Spline"
- values = "0"$0D"1"
- }
- }
- func_movelinear:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Not Solid"
- }
- startposition: =
- {
- txt = "&"
- hint = "Start Position"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- movedistance: =
- {
- txt = "&"
- hint = "Move Distance"
- }
- blockdamage: =
- {
- txt = "&"
- hint = "Block Damage"
- }
- startsound: =
- {
- txt = "&"
- hint = "Sound played when the brush starts moving."
- }
- stopsound: =
- {
- txt = "&"
- hint = "Sound played when the brush stops moving."
- }
- input#Open: =
- {
- txt = "&"
- hint = "Move the brush to the end position (starting position + (move "
- "direction * move distance))."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Move the brush to the starting position."
- }
- input#SetPosition: =
- {
- txt = "&"
- hint = "Move the brush to a specific position between 0.0 and 1.0, whe"
- "re 0 is the starting position and 1 is the starting position + (move"
- " direction * move distance)."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the brush reaches the end position (starting positi"
- "on + (move direction * move distance))."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the brush reaches the starting position."
- }
- }
-
- t_func_movelinear:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Not Solid"
- }
- startposition: =
- {
- txt = "&"
- hint = "Start Position"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- movedistance: =
- {
- txt = "&"
- hint = "Move Distance"
- }
- blockdamage: =
- {
- txt = "&"
- hint = "Block Damage"
- }
- startsound: =
- {
- txt = "&"
- hint = "Sound played when the brush starts moving."
- }
- stopsound: =
- {
- txt = "&"
- hint = "Sound played when the brush stops moving."
- }
- input#Open: =
- {
- txt = "&"
- hint = "Move the brush to the end position (starting position + (move "
- "direction * move distance))."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Move the brush to the starting position."
- }
- input#SetPosition: =
- {
- txt = "&"
- hint = "Move the brush to a specific position between 0.0 and 1.0, whe"
- "re 0 is the starting position and 1 is the starting position + (move"
- " direction * move distance)."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the brush reaches the end position (starting positi"
- "on + (move direction * move distance))."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the brush reaches the starting position."
- }
- }
-
- func_water_analog:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- startposition: =
- {
- txt = "&"
- hint = "Start Position"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- movedistance: =
- {
- txt = "&"
- hint = "Move Distance"
- }
- startsound: =
- {
- txt = "&"
- hint = "Sound played when the water brush starts moving."
- }
- stopsound: =
- {
- txt = "&"
- hint = "Sound played when the water brush stops moving."
- }
- WaveHeight: =
- {
- txt = "&"
- hint = "Wave Height"
- }
- input#Open: =
- {
- txt = "&"
- hint = "Move the water brush to the end position (starting position + "
- "(move direction * move distance))."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Move the water brush to the starting position."
- }
- input#SetPosition: =
- {
- txt = "&"
- hint = "Move the water brush to a specific position between 0.0 and 1."
- "0, where 0 is the starting position and 1 is the starting position +"
- " (move direction * move distance)."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the water brush reaches the end position (starting "
- "position + (move direction * move distance))."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the water brush reaches the starting position."
- }
- }
- func_rotating:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_Angles = !
- t_RenderFields = !
- t_Shadow = !
- maxspeed: =
- {
- txt = "&"
- hint = "Max Rotation Speed"
- }
- fanfriction: =
- {
- txt = "&"
- hint = "Friction (0 - 100%)"
- }
- message: =
- {
- txt = "&"
- hint = "Rotating sound WAV"
- }
- volume: =
- {
- txt = "&"
- hint = "Volume (10 = loudest)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start ON"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Reverse Direction"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Y Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Acc/Dcc"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Fan Pain"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Not Solid"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Small Sound Radius"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Medium Sound Radius"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Large Sound Radius"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- dmg: =
- {
- txt = "&"
- hint = "Blocking Damage"
- }
- solidbsp: =
- {
- txt = "&"
- hint = "Solid Type"
- typ = "C"
- items = "VPhysics"$0D"BSP"
- values = "0"$0D"1"
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "Set the speed as a ratio of the specified Max Rotation Speed, "
- "where 0 is stopped and 1 is the Max Rotation Speed.."
- }
- input#Start: =
- {
- txt = "&"
- hint = "Start the rotator rotating."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Stop the rotator from rotating."
- }
- input#StopAtStartPos: =
- {
- txt = "&"
- hint = "Stop the rotator from rotating when it gets around to the star"
- "t position again (on its rotation axis)."
- }
- input#StartForward: =
- {
- txt = "&"
- hint = "Start the rotator rotating forward."
- }
- input#StartBackward: =
- {
- txt = "&"
- hint = "Start the rotator rotating backward."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the rotator between rotating and not rotating."
- }
- input#Reverse: =
- {
- txt = "&"
- hint = "Reverse the direction of rotation of the rotator."
- }
- }
- func_platrot:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_Angles = !
- t_RenderFields = !
- t_BasePlat = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Toggle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Y Axis"
- }
- noise1: =
- {
- txt = "&"
- hint = "Movement Sound"
- }
- noise2: =
- {
- txt = "&"
- hint = "Stop Sound"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed of Rotation"
- }
- height: =
- {
- txt = "&"
- hint = "Travel Altitude"
- }
- rotation: =
- {
- txt = "&"
- hint = "Spin amount"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
- keyframe_track:form =
- {
- bbox = '-6 -6 -6 6 6 6'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- t_KeyFrame = !
- }
- move_keyframed:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- t_KeyFrame = !
- t_Mover = !
- }
- move_track:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- t_Mover = !
- t_KeyFrame = !
- WheelBaseLength: =
- {
- txt = "&"
- hint = "Distance between the wheels"
- }
- Damage: =
- {
- txt = "&"
- hint = "Damage done to blocking entities"
- }
- NoRotate: =
- {
- txt = "&"
- hint = "Turn to face down path"
- typ = "C"
- items = "Yes"$0D"No"
- values = "0"$0D"1"
- }
- }
- t_RopeKeyFrame:incl =
- {
- t_DXLevelChoice = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Auto Resize"
- }
- Slack: =
- {
- txt = "&"
- hint = "Slack"
- }
- Type: =
- {
- txt = "&"
- hint = "Type"
- typ = "C"
- items = "Rope"$0D"Semi-rigid"$0D"Rigid"
- values = "0"$0D"1"$0D"2"
- }
- Subdiv: =
- {
- txt = "&"
- hint = "Subdivision"
- }
- Barbed: =
- {
- txt = "&"
- hint = "Barbed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Width: =
- {
- txt = "&"
- hint = "Width (1-64)"
- }
- TextureScale: =
- {
- txt = "&"
- hint = "Texture Scale"
- }
- Collide: =
- {
- txt = "&"
- hint = "Collide with world"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Dangling: =
- {
- txt = "&"
- hint = "Start Dangling"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Breakable: =
- {
- txt = "&"
- hint = "Breakable"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- RopeMaterial: =
- {
- txt = "&"
- hint = "Rope Material"
- typ = "ET"
- Cap = "texture..."
- }
- input#SetScrollSpeed: =
- {
- txt = "&"
- hint = "Set the speed at which the texture scrolls."
- }
- input#SetForce: =
- {
- txt = "&"
- hint = "Apply a force instantaneously to the rope. The parameter shoul"
- "d be a vector containing the force to be applied (X Y Z)."
- }
- input#Break: =
- {
- txt = "&"
- hint = "Break the rope, if it's marked to do so."
- }
- }
- keyframe_rope:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_KeyFrame = !
- t_RopeKeyFrame = !
- }
- move_rope:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_KeyFrame = !
- t_RopeKeyFrame = !
- PositionInterpolator: =
- {
- txt = "&"
- hint = "Position Interpolator"
- typ = "C"
- }
- }
- t_Button:incl =
- {
- input#Lock: =
- {
- txt = "&"
- hint = "Lock the button, preventing it from functioning."
- }
- input#Unlock: =
- {
- txt = "&"
- hint = "Unlock the button, allowing it to function."
- }
- input#Press: =
- {
- txt = "&"
- hint = "Activate the button, as if it was pressed."
- }
- output#OnDamaged: =
- {
- txt = "&"
- hint = "Fired when the button is damaged."
- }
- output#OnPressed: =
- {
- txt = "&"
- hint = "Fired when the button is pressed."
- }
- output#OnUseLocked: =
- {
- txt = "&"
- hint = "Fired when the button is used while locked."
- }
- output#OnIn: =
- {
- txt = "&"
- hint = "Fired when the button reaches the in/pressed position."
- }
- output#OnOut: =
- {
- txt = "&"
- hint = "Fired when the button reaches the out/released position."
- }
- }
- func_button:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_RenderFields = !
- t_Button = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- health: =
- {
- txt = "&"
- hint = "Health (Obsolete)"
- }
- lip: =
- {
- txt = "&"
- hint = "Lip"
- }
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- sounds: =
- {
- txt = "&"
- hint = "Sounds"
- typ = "C"
- items = "None (Silent)"$0D"Big zap & Warmup"$0D"Access Denied"$0D"Acce"
- "ss Granted"$0D"Quick Combolock"$0D"Power Deadbolt 1"$0D"Power Deadbo"
- "lt 2"$0D"Plunger"$0D"Small zap"$0D"Keycard Sound"$0D"Buzz"$0D"Buzz O"
- "ff"$0D"latch locked"$0D"Latch Unlocked"$0D"Lightswitch"$0D"small ble"
- "ek"$0D"small deny"$0D"small doop"$0D"small tech deny"$0D"click and c"
- "ombine screen fuzz"$0D"roomy beep"$0D"lever or wheel: turn + move sq"
- "eek"$0D"lever or wheel: latch + release gas"$0D"lever or wheel: ratc"
- "het + sqeek"$0D"lever or wheel: large ratchet"$0D"lever or wheel: cl"
- "anky + gas release"$0D"lever or wheel: latch + large metal thud"$0D"l"
- "ever or wheel: smaller ratchet"$0D"lever or wheel: smaller lever mov"
- "e"$0D"shock buzz"$0D"clickbeep"$0D"tech blip"$0D"clickbeepbeep open"$0D
- "small high blip"$0D"small tech fuzz blip"$0D"small click bleep (chan"
- "ge to lightswitch)"$0D"combine door lock - locked"$0D"combine blip g"
- "rowl"$0D"combine squick growl"$0D"combine whine purr"$0D"combine cli"
- "ck talk"$0D"combine click growl fizz"$0D"combine click fizz (deny)"$0D
- "combine click talker"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"$0D
- "20"$0D"21"$0D"22"$0D"23"$0D"24"$0D"25"$0D"26"$0D"27"$0D"28"$0D"31"$0D
- "32"$0D"33"$0D"34"$0D"35"$0D"36"$0D"37"$0D"40"$0D"41"$0D"42"$0D"43"$0D
- "44"$0D"45"$0D"46"$0D"47"
- }
- wait: =
- {
- txt = "&"
- hint = "Delay Before Reset (-1 stay)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Don't move"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Toggle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Touch Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Damage Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Use Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Starts locked"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Sparks"
- }
- locked_sound: =
- {
- txt = "&"
- hint = "Locked Sound"
- typ = "C"
- items = "None"$0D"Access Denied"$0D"Small zap"$0D"Buzz"$0D"Buzz Off"$0D
- "Latch Locked"
- values = "0"$0D"2"$0D"8"$0D"10"$0D"11"$0D"12"
- }
- unlocked_sound: =
- {
- txt = "&"
- hint = "Unlocked Sound"
- typ = "C"
- items = "None"$0D"Big zap & Warmup"$0D"Access Granted"$0D"Quick Combol"
- "ock"$0D"Power Deadbolt 1"$0D"Power Deadbolt 2"$0D"Plunger"$0D"Small "
- "zap"$0D"Keycard Sound"$0D"Buzz"$0D"Latch Unlocked"$0D"Lightswitch"
- values = "0"$0D"1"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D
- "13"$0D"14"
- }
- locked_sentence: =
- {
- txt = "&"
- hint = "Locked Sentence"
- typ = "C"
- items = "None"$0D"Gen. Access Denied"$0D"Security Lockout"$0D"Blast Do"
- "or"$0D"Fire Door"$0D"Chemical Door"$0D"Radiation Door"$0D"Gen. Conta"
- "inment"$0D"Maintenance Door"$0D"Broken Shut Door"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"
- }
- unlocked_sentence: =
- {
- txt = "&"
- hint = "Unlocked Sentence"
- typ = "C"
- items = "None"$0D"Gen. Access Granted"$0D"Security Disengaged"$0D"Blas"
- "t Door"$0D"Fire Door"$0D"Chemical Door"$0D"Radiation Door"$0D"Gen. C"
- "ontainment"$0D"Maintenance area"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
- func_rot_button:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_Angles = !
- t_Global = !
- t_Button = !
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- health: =
- {
- txt = "&"
- hint = "Health (Obsolete)"
- }
- sounds: =
- {
- txt = "&"
- hint = "Sounds"
- typ = "C"
- items = "None (Silent)"$0D"Squeaky"$0D"Squeaky Pneumatic"$0D"Ratchet G"
- "roan"$0D"Clean Ratchet"$0D"Gas Clunk"
- values = "0"$0D"21"$0D"22"$0D"23"$0D"24"$0D"25"
- }
- wait: =
- {
- txt = "&"
- hint = "Delay Before Reset (-1 stay)"
- }
- distance: =
- {
- txt = "&"
- hint = "Distance (deg)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Not solid"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Reverse Dir"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Toggle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Y Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Touch Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Damage Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Use Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Starts locked"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
- momentary_rot_button:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_Angles = !
- t_RenderFields = !
- speed: =
- {
- txt = "&"
- hint = "Speed (deg/sec)"
- }
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- sounds: =
- {
- txt = "&"
- hint = "Sounds"
- typ = "C"
- items = "None"$0D"Big zap & Warmup"$0D"Access Denied"$0D"Access Grante"
- "d"$0D"Quick Combolock"$0D"Power Deadbolt 1"$0D"Power Deadbolt 2"$0D"P"
- "lunger"$0D"Small zap"$0D"Keycard Sound"$0D"Squeaky"$0D"Squeaky Pneum"
- "atic"$0D"Ratchet Groan"$0D"Clean Ratchet"$0D"Gas Clunk"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"2"
- "1"$0D"22"$0D"23"$0D"24"$0D"25"
- }
- distance: =
- {
- txt = "&"
- hint = "Distance"
- }
- returnspeed: =
- {
- txt = "&"
- hint = "Auto-return speed"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Not Solid"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Toggle (Disable Auto Return)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Y Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Use Activates"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Starts locked"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Jiggle when used while locked"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- startposition: =
- {
- txt = "&"
- hint = "Start Position"
- }
- startdirection: =
- {
- txt = "&"
- hint = "Start Direction"
- typ = "C"
- items = "Forward"$0D"Backward"
- values = "-1"$0D"1"
- }
- solidbsp: =
- {
- txt = "&"
- hint = "Solid BSP"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Lock: =
- {
- txt = "&"
- hint = "Lock the button, preventing it from functioning."
- }
- input#Unlock: =
- {
- txt = "&"
- hint = "Unlock the button, allowing it to function."
- }
- input#SetPosition: =
- {
- txt = "&"
- hint = "Move to a position. The parameter must be a value between 0 an"
- "d 1, where 0 is the unrotated position and 1 is the rotated position"
- " + 'Distance'."
- }
- input#SetPositionImmediately: =
- {
- txt = "&"
- hint = "Immediately teleport to a position. The parameter must be a va"
- "lue between 0 and 1, where 0 is the unrotated position and 1 is the "
- "rotated position + 'Distance'."
- }
- output#Position: =
- {
- txt = "&"
- hint = "Fired whenever the button moves. The output is the position of"
- " button from 0 to 1, where 0 is the unrotated position and 1 is the "
- "rotated position + 'Distance'."
- }
- output#OnPressed: =
- {
- txt = "&"
- hint = "Fired when the button is first pressed."
- }
- output#OnUnpressed: =
- {
- txt = "&"
- hint = "Fired when the button is first released from being pressed."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the button has reached position 1, the rotated posi"
- "tion + 'Distance'."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the button has reached position 0, the unrotated st"
- "arting position."
- }
- output#OnReachedPosition: =
- {
- txt = "&"
- hint = "Fired whenever the button reaches a goal position: i.e. when i"
- "t becomes open, becomes closed, or reaches the point specified by a "
- "'SetPosition' input."
- }
- }
- t_Door:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_RenderFields = !
- t_Global = !
- t_Shadow = !
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- noise1: =
- {
- txt = "&"
- hint = "Start Sound"
- }
- noise2: =
- {
- txt = "&"
- hint = "Stop Sound"
- }
- wait: =
- {
- txt = "&"
- hint = "Delay Before Reset (-1 stay)"
- }
- lip: =
- {
- txt = "&"
- hint = "Lip"
- }
- dmg: =
- {
- txt = "&"
- hint = "Blocking Damage"
- }
- forceclosed: =
- {
- txt = "&"
- hint = "Force Closed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- message: =
- {
- txt = "&"
- hint = "Message If Triggered"
- }
- health: =
- {
- txt = "&"
- hint = "Health (shoot open)"
- }
- locked_sound: =
- {
- txt = "&"
- hint = "Locked Sound"
- }
- unlocked_sound: =
- {
- txt = "&"
- hint = "Unlocked Sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Starts Open"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Non-solid to Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Passable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Toggle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Use Opens"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "NPCs Can't"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Touch Opens"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Starts locked"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Door Silent"
- }
- locked_sentence: =
- {
- txt = "&"
- hint = "Locked Sentence"
- typ = "C"
- items = "None"$0D"Gen. Access Denied"$0D"Security Lockout"$0D"Blast Do"
- "or"$0D"Fire Door"$0D"Chemical Door"$0D"Radiation Door"$0D"Gen. Conta"
- "inment"$0D"Maintenance Door"$0D"Broken Shut Door"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"
- }
- unlocked_sentence: =
- {
- txt = "&"
- hint = "Unlocked Sentence"
- typ = "C"
- items = "None"$0D"Gen. Access Granted"$0D"Security Disengaged"$0D"Blas"
- "t Door"$0D"Fire Door"$0D"Chemical Door"$0D"Radiation Door"$0D"Gen. C"
- "ontainment"$0D"Maintenance area"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- loopmovesound: =
- {
- txt = "&"
- hint = "Loop Moving Sound?"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- output#OnClose: =
- {
- txt = "&"
- hint = "Fired when the door starts closing."
- }
- output#OnOpen: =
- {
- txt = "&"
- hint = "Fired when the door starts opening."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the door reaches the fully open position."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the door reaches the fully closed position."
- }
- output#OnBlockedClosing: =
- {
- txt = "&"
- hint = "Fired when the door is blocked while closing."
- }
- output#OnBlockedOpening: =
- {
- txt = "&"
- hint = "Fired when the door is blocked while opening."
- }
- output#OnUnblockedClosing: =
- {
- txt = "&"
- hint = "Fired when the door is unblocked while closing."
- }
- output#OnUnblockedOpening: =
- {
- txt = "&"
- hint = "Fired when the door is unblocked while opening."
- }
- input#Open: =
- {
- txt = "&"
- hint = "Open the door, if it is not fully open."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Close the door, if it is not fully closed."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the door between open and closed."
- }
- input#Lock: =
- {
- txt = "&"
- hint = "Lock the door."
- }
- input#Unlock: =
- {
- txt = "&"
- hint = "Unlock the door."
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "Set the door speed."
- }
- }
- func_door:form =
- {
- t_Door = !
- t_Origin = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- filtername: =
- {
- txt = "&"
- hint = "Block Filter Name"
- }
- }
- func_door_rotating:form =
- {
- t_Door = !
- t_Origin = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Reverse Dir"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "One-way"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Y Axis"
- }
- distance: =
- {
- txt = "&"
- hint = "Distance"
- }
- solidbsp: =
- {
- txt = "&"
- hint = "Solid Type"
- typ = "C"
- items = "VPhysics"$0D"BSP"
- values = "0"$0D"1"
- }
- }
- prop_door_rotating:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- t_Global = !
- t_Studiomodel = !
- hardware: =
- {
- txt = "&"
- hint = "Hardware Type"
- typ = "C"
- items = "<None>"$0D"Lever"$0D"Push bar"
- values = "0"$0D"1"$0D"2"
- }
- ajarangles: =
- {
- txt = "&"
- hint = "Ajar Angles (Pitch Yaw Roll)"
- }
- spawnpos: =
- {
- txt = "&"
- hint = "Spawn Position"
- typ = "C"
- items = "Closed"$0D"Open forward"$0D"Open back"$0D"Ajar (use Ajar Angl"
- "es)"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- axis: =
- {
- txt = "&"
- hint = "Hinge Axis"
- }
- distance: =
- {
- txt = "&"
- hint = "Rotation Distance (deg)"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- soundopenoverride: =
- {
- txt = "&"
- hint = "Fully Open Sound"
- }
- soundcloseoverride: =
- {
- txt = "&"
- hint = "Fully Closed Sound"
- }
- soundmoveoverride: =
- {
- txt = "&"
- hint = "Moving Sound"
- }
- returndelay: =
- {
- txt = "&"
- hint = "Delay Before close (-1 stay open)"
- }
- dmg: =
- {
- txt = "&"
- hint = "Damage Inflicted When Blocked"
- }
- health: =
- {
- txt = "&"
- hint = "Health (0 = Unbreakable)"
- }
- soundlockedoverride: =
- {
- txt = "&"
- hint = "Locked Sound"
- }
- soundunlockedoverride: =
- {
- txt = "&"
- hint = "Unlocked Sound"
- }
- forceclosed: =
- {
- txt = "&"
- hint = "Force Closed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Starts Open"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Starts locked"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Door silent (No sound, and does not alert NPCs)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Use closes"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "Door silent to NPCS (Does not alert NPCs)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Ignore player +USE"
- }
- output#OnClose: =
- {
- txt = "&"
- hint = "Fired when the door is told to close."
- }
- output#OnOpen: =
- {
- txt = "&"
- hint = "Fired when the door is told to open."
- }
- output#OnFullyOpen: =
- {
- txt = "&"
- hint = "Fired when the door reaches the fully open position."
- }
- output#OnFullyClosed: =
- {
- txt = "&"
- hint = "Fired when the door reaches the fully closed position."
- }
- output#OnBlockedClosing: =
- {
- txt = "&"
- hint = "Fired when the door is blocked while closing."
- }
- output#OnBlockedOpening: =
- {
- txt = "&"
- hint = "Fired when the door is blocked while opening."
- }
- output#OnUnblockedClosing: =
- {
- txt = "&"
- hint = "Fired when the door is unblocked while closing."
- }
- output#OnUnblockedOpening: =
- {
- txt = "&"
- hint = "Fired when the door is unblocked while opening."
- }
- input#Open: =
- {
- txt = "&"
- hint = "Open the door, if it is not fully open."
- }
- input#OpenAwayFrom: =
- {
- txt = "&"
- hint = "Open the door away from the specified entity."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Close the door, if it is not fully closed."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the door between open and closed."
- }
- input#Lock: =
- {
- txt = "&"
- hint = "Lock the door."
- }
- input#Unlock: =
- {
- txt = "&"
- hint = "Unlock the door."
- }
- }
- env_cubemap:form =
- {
- cubemapsize: =
- {
- txt = "&"
- hint = "Cubemap Size"
- typ = "C"
- items = "Default"$0D"1x1"$0D"2x2"$0D"4x4"$0D"8x8"$0D"16x16"$0D"32x32"$0D
- "64x64"$0D"128x128"$0D"256x256"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"
- }
- sides: =
- {
- txt = "&"
- hint = "Brush faces"
- }
- }
- t_BModelParticleSpawner:incl =
- {
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Color: =
- {
- txt = "&"
- hint = "Particle Color (R G B)"
- }
- Color: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Particle Color (R G B)"
- }
- SpawnRate: =
- {
- txt = "&"
- hint = "Particle Per Second"
- }
- SpeedMax: =
- {
- txt = "&"
- hint = "Maximum Particle Speed"
- }
- LifetimeMin: =
- {
- txt = "&"
- hint = "Minimum Particle Lifetime"
- }
- LifetimeMax: =
- {
- txt = "&"
- hint = "Maximum Particle Lifetime"
- }
- DistMax: =
- {
- txt = "&"
- hint = "Maximum Visible Distance"
- }
- Frozen: =
- {
- txt = "&"
- hint = "Frozen"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off."
- }
- }
- func_dustmotes:form =
- {
- t_Targetname = !
- t_BModelParticleSpawner = !
- SizeMin: =
- {
- txt = "&"
- hint = "Minimum Particle Size"
- }
- SizeMax: =
- {
- txt = "&"
- hint = "Maximum Particle Size"
- }
- Alpha: =
- {
- txt = "&"
- hint = "Alpha"
- }
- }
- func_smokevolume:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Emissive"
- }
- Color1: =
- {
- txt = "&"
- hint = "Particle Color1 (R G B)"
- }
- Color1: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "light color (not the intensity, only the color)"
- }
- Color2: =
- {
- txt = "&"
- hint = "Particle Color2 (R G B)"
- }
- Color2: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "light color (not the intensity, only the color)"
- }
- material: =
- {
- txt = "&"
- hint = "Material"
- typ = "ET"
- Cap = "texture..."
- }
- ParticleDrawWidth: =
- {
- txt = "&"
- hint = "Particle Draw Width (units)"
- }
- ParticleSpacingDistance: =
- {
- txt = "&"
- hint = "Particle Spacing Distance (units)"
- }
- DensityRampSpeed: =
- {
- txt = "&"
- hint = "Density Ramp Speed (seconds)"
- }
- RotationSpeed: =
- {
- txt = "&"
- hint = "Rotation Speed (degrees/sec)"
- }
- MovementSpeed: =
- {
- txt = "&"
- hint = "Movement Speed (units/sec)"
- }
- Density: =
- {
- txt = "&"
- hint = "Density [0..1]"
- }
- input#SetRotationSpeed: =
- {
- txt = "&"
- hint = "Set the particle rotation speed (in degrees per second)."
- }
- input#SetMovementSpeed: =
- {
- txt = "&"
- hint = "Set the particle movement speed (in inches per second)."
- }
- input#SetDensity: =
- {
- txt = "&"
- hint = "Set the particle density. It should be a range from 0 to 1."
- }
- }
- func_dustcloud:form =
- {
- t_Targetname = !
- t_BModelParticleSpawner = !
- Alpha: =
- {
- txt = "&"
- hint = "Alpha"
- }
- SizeMin: =
- {
- txt = "&"
- hint = "Minimum Particle Size"
- }
- SizeMax: =
- {
- txt = "&"
- hint = "Maximum Particle Size"
- }
- }
- env_dustpuff:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- scale: =
- {
- txt = "&"
- hint = "Scale"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- color: =
- {
- txt = "&"
- hint = "Dust color"
- }
- color: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Dust color"
- }
- input#SpawnDust: =
- {
- txt = "&"
- hint = "Spawn a dust puff."
- }
- }
- env_particlescript:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- model: =
- {
- txt = "&"
- hint = "Script Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- input#SetSequence: =
- {
- txt = "&"
- hint = "Sets the script model's sequence."
- }
- }
- env_effectscript:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- model: =
- {
- txt = "&"
- hint = "Script Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- scriptfile: =
- {
- txt = "&"
- hint = "Script File"
- }
- input#SetSequence: =
- {
- txt = "&"
- hint = "Sets the script model's sequence."
- }
- }
- logic_auto:form =
- {
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Remove on fire"
- }
- globalstate: =
- {
- txt = "&"
- hint = "Global State to Read"
- typ = "C"
- items = "--- None ---"$0D"Gordon pre-criminal"$0D"Antlions are player "
- "allies"$0D"Suit sprint function not yet enabled"$0D"Super phys gun i"
- "s enabled"$0D"Friendly encounter sequence (lower weapons, etc.)"$0D"G"
- "ordon is invulnerable"$0D"Don't spawn seagulls on the jeep"
- values = $0D"gordon_precriminal"$0D"antlion_allied"$0D"suit_no_sprint"$0D
- "super_phys_gun"$0D"friendly_encounter"$0D"gordon_invulnerable"$0D"no"
- "_seagulls_on_jeep"
- }
- output#OnMapSpawn: =
- {
- txt = "&"
- hint = "Fired when the map is loaded for any reason."
- }
- output#OnNewGame: =
- {
- txt = "&"
- hint = "Fired when the map is loaded to start a new game."
- }
- output#OnLoadGame: =
- {
- txt = "&"
- hint = "Fired when the map is loaded from a saved game."
- }
- output#OnMapTransition: =
- {
- txt = "&"
- hint = "Fired when the map is loaded due to a level transition."
- }
- output#OnBackgroundMap: =
- {
- txt = "&"
- hint = "Fired when the map is loaded as a background to the main menu."
- }
- }
- point_viewcontrol:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- t_Angles = !
- t_Parentname = !
- target: =
- {
- txt = "&"
- hint = "Entity to Look At"
- }
- targetattachment: =
- {
- txt = "&"
- hint = "Target Attachment Name"
- }
- wait: =
- {
- txt = "&"
- hint = "Hold Time"
- }
- moveto: =
- {
- txt = "&"
- hint = "Path Corner"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start At Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Follow Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Freeze Player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Infinite Hold Time"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Snap to goal angles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Make Player non-solid"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Interruptable by Player"
- }
- speed: =
- {
- txt = "&"
- hint = "Initial Speed"
- }
- acceleration: =
- {
- txt = "&"
- hint = "Acceleration units/sec^2"
- }
- deceleration: =
- {
- txt = "&"
- hint = "Stop Deceleration units/sec^2"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the point_viewcontrol, and start controlling the player"
- "'s view."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the point_viewcontrol, and stop controlling the player"
- "'s view."
- }
- output#OnEndFollow: =
- {
- txt = "&"
- hint = "Fired when the point_viewcontrol deactivates, due to the Disab"
- "le input being received, the Entity to Look At being destroyed, or t"
- "he Hold Time expiring."
- }
- }
- logic_compare:form =
- {
- t_Targetname = !
- InitialValue: =
- {
- txt = "&"
- hint = "Initial value"
- }
- CompareValue: =
- {
- txt = "&"
- hint = "Compare value"
- }
- input#SetValue: =
- {
- txt = "&"
- hint = "Set the value that will be compared against the compare value."
- }
- input#SetValueCompare: =
- {
- txt = "&"
- hint = "Set the value that will be compared against the compare value "
- "and performs the comparison."
- }
- input#SetCompareValue: =
- {
- txt = "&"
- hint = "Set the compare value."
- }
- input#Compare: =
- {
- txt = "&"
- hint = "Force a compare of the input value with the compare value."
- }
- output#OnLessThan: =
- {
- txt = "&"
- hint = "Fired when the input value is less than the compare value. Sen"
- "ds the input value as data."
- }
- output#OnEqualTo: =
- {
- txt = "&"
- hint = "Fired when the input value is equal to the compare value. Send"
- "s the input value as data."
- }
- output#OnNotEqualTo: =
- {
- txt = "&"
- hint = "Fired when the input value is different from the compare value"
- ". Sends the input value as data."
- }
- output#OnGreaterThan: =
- {
- txt = "&"
- hint = "Fired when the input value is greater than the compare value. "
- "Sends the input value as data."
- }
- }
- logic_branch:form =
- {
- t_Targetname = !
- InitialValue: =
- {
- txt = "&"
- hint = "Initial value"
- }
- input#SetValue: =
- {
- txt = "&"
- hint = "Set the boolean value without performing the comparison. Use t"
- "his to hold a value for a future test."
- }
- input#SetValueTest: =
- {
- txt = "&"
- hint = "Set the boolean value and test it, firing OnTrue or OnFalse ba"
- "sed on the new value."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the boolean value between true and false."
- }
- input#ToggleTest: =
- {
- txt = "&"
- hint = "Toggle the boolean value and tests it, firing OnTrue or OnFals"
- "e based on the new value."
- }
- input#Test: =
- {
- txt = "&"
- hint = "Test the input value and fire OnTrue or OnFalse based on the v"
- "alue."
- }
- output#OnTrue: =
- {
- txt = "&"
- hint = "Fired when the input value is true (nonzero)."
- }
- output#OnFalse: =
- {
- txt = "&"
- hint = "Fired when the input value is false (zero)."
- }
- }
- logic_case:form =
- {
- t_Targetname = !
- Case01: =
- {
- txt = "&"
- hint = "Case 01"
- }
- Case02: =
- {
- txt = "&"
- hint = "Case 02"
- }
- Case03: =
- {
- txt = "&"
- hint = "Case 03"
- }
- Case04: =
- {
- txt = "&"
- hint = "Case 04"
- }
- Case05: =
- {
- txt = "&"
- hint = "Case 05"
- }
- Case06: =
- {
- txt = "&"
- hint = "Case 06"
- }
- Case07: =
- {
- txt = "&"
- hint = "Case 07"
- }
- Case08: =
- {
- txt = "&"
- hint = "Case 08"
- }
- Case09: =
- {
- txt = "&"
- hint = "Case 09"
- }
- Case10: =
- {
- txt = "&"
- hint = "Case 10"
- }
- Case11: =
- {
- txt = "&"
- hint = "Case 11"
- }
- Case12: =
- {
- txt = "&"
- hint = "Case 12"
- }
- Case13: =
- {
- txt = "&"
- hint = "Case 13"
- }
- Case14: =
- {
- txt = "&"
- hint = "Case 14"
- }
- Case15: =
- {
- txt = "&"
- hint = "Case 15"
- }
- Case16: =
- {
- txt = "&"
- hint = "Case 16"
- }
- input#InValue: =
- {
- txt = "&"
- hint = "Compare the Input value to the case values, and fire the appro"
- "priate output, if any."
- }
- input#PickRandom: =
- {
- txt = "&"
- hint = "Fire a random OnCase output with at least one connection."
- }
- output#OnCase01: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case01 value."
- }
- output#OnCase02: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case02 value."
- }
- output#OnCase03: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case03 value."
- }
- output#OnCase04: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case04 value."
- }
- output#OnCase05: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case05 value."
- }
- output#OnCase06: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case06 value."
- }
- output#OnCase07: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case07 value."
- }
- output#OnCase08: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case08 value."
- }
- output#OnCase09: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case09 value."
- }
- output#OnCase10: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case10 value."
- }
- output#OnCase11: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case11 value."
- }
- output#OnCase12: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case12 value."
- }
- output#OnCase13: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case13 value."
- }
- output#OnCase14: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case14 value."
- }
- output#OnCase15: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case15 value."
- }
- output#OnCase16: =
- {
- txt = "&"
- hint = "Fired when the input value equals the Case16 value."
- }
- output#OnDefault: =
- {
- txt = "&"
- hint = "Fired when the input value does not equal any of the Case valu"
- "es."
- }
- }
- logic_multicompare:form =
- {
- t_Targetname = !
- IntegerValue: =
- {
- txt = "&"
- hint = "Integer Value (optional)"
- }
- ShouldComparetoValue: =
- {
- txt = "&"
- hint = "Should use Integer Value"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#InputValue: =
- {
- txt = "&"
- hint = "Input value"
- }
- input#CompareValues: =
- {
- txt = "&"
- hint = "Compares the values and fires appropriate outputs"
- }
- output#OnEqual: =
- {
- txt = "&"
- hint = "Fires if the values are equal"
- }
- output#OnNotEqual: =
- {
- txt = "&"
- hint = "Fires if the values are not equal"
- }
- }
- logic_relay:form =
- {
- t_Targetname = !
- t_EnableDisable = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Only trigger once"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Allow fast retrigger"
- }
- input#Trigger: =
- {
- txt = "&"
- hint = "Trigger the relay, causing its OnTrigger output to fire if it "
- "is enabled."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the relay between enabled and disabled."
- }
- input#CancelPending: =
- {
- txt = "&"
- hint = "Cancel any events fired by this relay that are currently pendi"
- "ng in the I/O event queue."
- }
- output#OnTrigger: =
- {
- txt = "&"
- hint = "Fired when the relay is triggered."
- }
- }
- logic_timer:form =
- {
- t_Targetname = !
- t_EnableDisable = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Oscillator (alternates between OnTimerHigh and OnTimerLow outpu"
- "ts)"
- }
- UseRandomTime: =
- {
- txt = "&"
- hint = "Use Random Time"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- LowerRandomBound: =
- {
- txt = "&"
- hint = "Minimum Random Interval"
- }
- UpperRandomBound: =
- {
- txt = "&"
- hint = "Maximum Random Interval"
- }
- RefireTime: =
- {
- txt = "&"
- hint = "Refire Interval"
- }
- input#RefireTime: =
- {
- txt = "&"
- hint = "Set a new Refire Interval."
- }
- input#FireTimer: =
- {
- txt = "&"
- hint = "Force the timer to fire immediately."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the timer."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the timer."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the timer on/off."
- }
- input#LowerRandomBound: =
- {
- txt = "&"
- hint = "Set a new Minimum Random Interval."
- }
- input#UpperRandomBound: =
- {
- txt = "&"
- hint = "Set a new Maximum Random Interval."
- }
- output#OnTimer: =
- {
- txt = "&"
- hint = "Fired when the timer expires."
- }
- output#OnTimerHigh: =
- {
- txt = "&"
- hint = "Fired every other time for an oscillating timer."
- }
- output#OnTimerLow: =
- {
- txt = "&"
- hint = "Fired every other time for an oscillating timer."
- }
- }
- logic_collision_pair:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- attach1: =
- {
- txt = "&"
- hint = "Attachment 1"
- }
- attach2: =
- {
- txt = "&"
- hint = "Attachment 2"
- }
- startdisabled: =
- {
- txt = "&"
- hint = "Start with collisions disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#EnableCollisions: =
- {
- txt = "&"
- hint = "Enable collisions between the first and second entity."
- }
- input#DisableCollisions: =
- {
- txt = "&"
- hint = "Disable collisions between the first and second entity."
- }
- }
- env_microphone:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_EnableDisable = !
- target: =
- {
- txt = "&"
- hint = "Measure target"
- }
- SpeakerName: =
- {
- txt = "&"
- hint = "Speaker"
- }
- ListenFilter: =
- {
- txt = "&"
- hint = "Listen Filter"
- }
- speaker_dsp_preset: =
- {
- txt = "&"
- hint = "Speaker DSP Preset"
- typ = "C"
- items = "Use Default"$0D"1 NO EFFECT"$0D"2 (DUPLICATE OF 1)"$0D"3 (DUP"
- "LICATE OF 1)"$0D"4 (DUPLICATE OF 1)"$0D"5 (DUPLICATE OF 1)"$0D"6 SPE"
- "AKER, LOUDER"$0D"7 SPEAKER VERY SMALL"$0D"8 LOUDSPEAKER, ECHO"$0D"9 "
- "SPEAKER SMALL"$0D"10 SPEAKER TINY"
- values = "0"$0D"50"$0D"51"$0D"52"$0D"53"$0D"54"$0D"55"$0D"56"$0D"57"$0D
- "58"$0D"59"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Hears combat sounds"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Hears world sounds"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Hears player sounds"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Hears bullet impacts"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Swallows sounds routed through speakers"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Hears explosions"
- }
- Sensitivity: =
- {
- txt = "&"
- hint = "Sensitivity (0 - 10)"
- }
- SmoothFactor: =
- {
- txt = "&"
- hint = "Smoothing (0 - 1)"
- }
- MaxRange: =
- {
- txt = "&"
- hint = "Maximum hearing range (0=infinite)"
- }
- input#SetSpeakerName: =
- {
- txt = "&"
- hint = "Set the microphone to output through a different speaker entit"
- "y."
- }
- output#SoundLevel: =
- {
- txt = "&"
- hint = "Fired in Measuring mode whenever the sound level changes."
- }
- output#OnRoutedSound: =
- {
- txt = "&"
- hint = "Fired whenever a sound is routed out through the specified spe"
- "aker (if any)."
- }
- output#OnHeardSound: =
- {
- txt = "&"
- hint = "Fired whenever this microphone hears any sound it cares about."
- }
- }
- math_remap:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Ignore out of range input values"
- }
- in1: =
- {
- txt = "&"
- hint = "Minimum Valid Input Value"
- }
- in2: =
- {
- txt = "&"
- hint = "Maximum Valid Input Value"
- }
- out1: =
- {
- txt = "&"
- hint = "Output Value When Input Is Min."
- }
- out2: =
- {
- txt = "&"
- hint = "Output Value When Input Is Max."
- }
- input#InValue: =
- {
- txt = "&"
- hint = "Input value and fire the output with the remapped value."
- }
- output#OutValue: =
- {
- txt = "&"
- hint = "Fired when the InValue input is received, with the remapped in"
- "put value as the parameter."
- }
- }
- math_colorblend:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Ignore out of range input values"
- }
- inmin: =
- {
- txt = "&"
- hint = "Minimum Valid Input Value"
- }
- inmax: =
- {
- txt = "&"
- hint = "Maximum Valid Input Value"
- }
- colormin: =
- {
- txt = "&"
- hint = "Output RGB color when input is min."
- }
- colormax: =
- {
- txt = "&"
- hint = "Output RGB color when input is max."
- }
- input#InValue: =
- {
- txt = "&"
- hint = "Input value and fire the output with the remapped value."
- }
- output#OutColor: =
- {
- txt = "&"
- hint = "Fired when the InValue input is received, with the remapped RG"
- "B color as the parameter."
- }
- }
- math_counter:form =
- {
- t_Targetname = !
- startvalue: =
- {
- txt = "&"
- hint = "Initial Value"
- }
- min: =
- {
- txt = "&"
- hint = "Minimum Legal Value"
- }
- max: =
- {
- txt = "&"
- hint = "Maximum Legal Value"
- }
- input#Add: =
- {
- txt = "&"
- hint = "Add an amount to the counter and fire the OutValue output with"
- " the result."
- }
- input#Divide: =
- {
- txt = "&"
- hint = "Divide the counter by an amount and fire the OutValue output w"
- "ith the result."
- }
- input#Multiply: =
- {
- txt = "&"
- hint = "Multiply the counter by an amount and fire the OutValue output"
- " with the result."
- }
- input#SetValue: =
- {
- txt = "&"
- hint = "Set the counter to a new value and fire the OutValue output wi"
- "th the result."
- }
- input#SetValueNoFire: =
- {
- txt = "&"
- hint = "Set the counter to a new value without firing any outputs."
- }
- input#Subtract: =
- {
- txt = "&"
- hint = "Subtract an amount from the counter and fire the OutValue outp"
- "ut with the result."
- }
- input#SetHitMax: =
- {
- txt = "&"
- hint = "Set the upper bound of the counter and fire the OutValue outpu"
- "t with the current value."
- }
- input#SetHitMin: =
- {
- txt = "&"
- hint = "Set the lower bound of the counter and fire the OutValue outpu"
- "t with the current value."
- }
- output#OutValue: =
- {
- txt = "&"
- hint = "Fired when the counter value changes."
- }
- output#OnHitMin: =
- {
- txt = "&"
- hint = "Fired when the counter value meets or goes below the min value"
- ". The counter must go back above the min value before the output wil"
- "l fire again."
- }
- output#OnHitMax: =
- {
- txt = "&"
- hint = "Fired when the counter value meets or exceeds the max value. T"
- "he counter must go below the max value before the output will fire a"
- "gain."
- }
- }
- logic_lineto:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- source: =
- {
- txt = "&"
- hint = "Start entity"
- }
- target: =
- {
- txt = "&"
- hint = "End entity"
- }
- output#Line: =
- {
- txt = "&"
- hint = "Fired when the vector, from the start entity to the end entity"
- ", changes. Passes along the vector as a parameter."
- }
- }
- logic_navigation:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Navigation Entity"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- navprop: =
- {
- txt = "&"
- hint = "Nav Property"
- typ = "C"
- items = "NPCs Ignore this when navigating (they'll bump into it)"
- values = "Ignore"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on. The Navigation Entity will have its navigation proper"
- "ties set."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off. The Navigation Entity will have its navigation prope"
- "rties returned to the default settings."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle on/off."
- }
- }
- logic_autosave:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- NewLevelUnit: =
- {
- txt = "&"
- hint = "Force New Level Unit"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Save: =
- {
- txt = "&"
- hint = "Force an autosave."
- }
- }
- point_template:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Don't remove template entities"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Preserve entity names (Don't do name fixup)"
- }
- Template01: =
- {
- txt = "&"
- hint = "Template 1"
- }
- Template02: =
- {
- txt = "&"
- hint = "Template 2"
- }
- Template03: =
- {
- txt = "&"
- hint = "Template 3"
- }
- Template04: =
- {
- txt = "&"
- hint = "Template 4"
- }
- Template05: =
- {
- txt = "&"
- hint = "Template 5"
- }
- Template06: =
- {
- txt = "&"
- hint = "Template 6"
- }
- Template07: =
- {
- txt = "&"
- hint = "Template 7"
- }
- Template08: =
- {
- txt = "&"
- hint = "Template 8"
- }
- Template09: =
- {
- txt = "&"
- hint = "Template 9"
- }
- Template10: =
- {
- txt = "&"
- hint = "Template 10"
- }
- Template11: =
- {
- txt = "&"
- hint = "Template 11"
- }
- Template12: =
- {
- txt = "&"
- hint = "Template 12"
- }
- Template13: =
- {
- txt = "&"
- hint = "Template 13"
- }
- Template14: =
- {
- txt = "&"
- hint = "Template 14"
- }
- Template15: =
- {
- txt = "&"
- hint = "Template 15"
- }
- Template16: =
- {
- txt = "&"
- hint = "Template 16"
- }
- input#ForceSpawn: =
- {
- txt = "&"
- hint = "Spawn an instance of the template at the original position."
- }
- output#OnEntitySpawned: =
- {
- txt = "&"
- hint = "Fired after spawning an instance of this template."
- }
- }
- env_entity_maker:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Enable AutoSpawn (will spawn whenever there's room)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "AutoSpawn: Wait for entity destruction"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "AutoSpawn: Even if the player is looking"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "ForceSpawn: Only if there's room"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "ForceSpawn: Only if the player isn't looking"
- }
- EntityTemplate: =
- {
- txt = "&"
- hint = "Point_template To Spawn"
- }
- input#ForceSpawn: =
- {
- txt = "&"
- hint = "Spawn an instance of the template at this origin and angle."
- }
- output#OnEntitySpawned: =
- {
- txt = "&"
- hint = "Fired when an instance of the entity template has been spawned"
- "."
- }
- }
- t_BaseFilter:incl =
- {
- t_Targetname = !
- Negated: =
- {
- txt = "&"
- hint = "Filter mode"
- typ = "C"
- items = "Allow entities that match criteria"$0D"Disallow entities that"
- " match criteria"
- values = "0"$0D"1"
- }
- input#TestActivator: =
- {
- txt = "&"
- hint = "Test the activator against the filter and fires OnPass or OnFa"
- "il output."
- }
- output#OnPass: =
- {
- txt = "&"
- hint = "Fired in response to TestActivator input if the activator pass"
- "es the filter."
- }
- output#OnFail: =
- {
- txt = "&"
- hint = "Fired in response to TestActivator input if the activator fail"
- "s to pass the filter."
- }
- }
- filter_multi:form =
- {
- t_BaseFilter = !
- filtertype: =
- {
- txt = "&"
- hint = "Logic Type"
- typ = "C"
- items = "AND (all filters must pass)"$0D"OR (any filter must pass)"
- values = "0"$0D"1"
- }
- Negated: =
- {
- txt = "&"
- hint = "Negate Outcome"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Filter01: =
- {
- txt = "&"
- hint = "Filter 1"
- }
- Filter02: =
- {
- txt = "&"
- hint = "Filter 2"
- }
- Filter03: =
- {
- txt = "&"
- hint = "Filter 3"
- }
- Filter04: =
- {
- txt = "&"
- hint = "Filter 4"
- }
- Filter05: =
- {
- txt = "&"
- hint = "Filter 5"
- }
- }
- filter_activator_name:form =
- {
- t_BaseFilter = !
- filtername: =
- {
- txt = "&"
- hint = "Filter Name"
- }
- }
- filter_activator_class:form =
- {
- t_BaseFilter = !
- filterclass: =
- {
- txt = "&"
- hint = "Filter Classname"
- }
- }
- filter_damage_type:form =
- {
- t_BaseFilter = !
- damagetype: =
- {
- txt = "&"
- hint = "Damage type"
- typ = "C"
- items = "GENERIC"$0D"CRUSH"$0D"BULLET"$0D"SLASH"$0D"BURN"$0D"FREEZE"$0D
- "FALL"$0D"BLAST"$0D"CLUB"$0D"SHOCK"$0D"SONIC"$0D"ENERGYBEAM"$0D"DROWN"
- $0D"PARALYSE"$0D"NERVEGAS"$0D"POISON"$0D"RADIATION"$0D"DROWNRECOVER"$0D
- "CHEMICAL"$0D"SLOWBURN"$0D"SLOWFREEZE"
- values = "0"$0D"1"$0D"2"$0D"4"$0D"8"$0D"16"$0D"32"$0D"64"$0D"128"$0D"2"
- "56"$0D"512"$0D"1024"$0D"16384"$0D"32768"$0D"65536"$0D"131072"$0D"262"
- "144"$0D"524288"$0D"1048576"$0D"2097152"$0D"4194304"
- }
- }
- point_anglesensor:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_EnableDisable = !
- target: =
- {
- txt = "&"
- hint = "Target Entity Name"
- }
- lookatname: =
- {
- txt = "&"
- hint = "Look At Entity"
- }
- duration: =
- {
- txt = "&"
- hint = "Duration"
- }
- tolerance: =
- {
- txt = "&"
- hint = "Tolerance"
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the sensor between enabled and disabled."
- }
- input#Test: =
- {
- txt = "&"
- hint = "Check to see if the Target Entity is facing the Look At Entity"
- " within the specified tolerance, firing either the OnFacingLookat or"
- " OnNotFacingLookat output based on the result."
- }
- output#TargetDir: =
- {
- txt = "&"
- hint = "Fired when the forward direction of the Target Entity changes."
- " Passes the new forward direction as a parameter."
- }
- output#OnFacingLookat: =
- {
- txt = "&"
- hint = "Fired when the Target Entity points at the Look At Entity for "
- "more than the specified Duration, or in response to a Test input."
- }
- output#OnNotFacingLookat: =
- {
- txt = "&"
- hint = "Fires in response to a Test input when the Target Entity is no"
- "t pointing at the Look At Entity."
- }
- }
- point_angularvelocitysensor:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Target Entity Name"
- }
- threshold: =
- {
- txt = "&"
- hint = "Threshold Velocity"
- }
- input#Test: =
- {
- txt = "&"
- hint = "Checks to see if the Target Entity's angular velocity meets or"
- " exceeds the Threshold Velocity, firing either the OnGreaterThanOrEq"
- "ualTo or OnLessThan output based on the result."
- }
- output#AngularVelocity: =
- {
- txt = "&"
- hint = "Fired when the Target's Angular Velocity changes, passing the "
- "new magnitude of the angular velocity."
- }
- output#OnGreaterThan: =
- {
- txt = "&"
- hint = "Fired when the Target Entity goes from slower than the thresho"
- "ld angular velocity to faster than the threshold angular velocity."
- }
- output#OnGreaterThanOrEqualTo: =
- {
- txt = "&"
- hint = "Fired when the Target Entity goes from slower than the thresho"
- "ld angular velocity to faster than the threshold angular velocity."
- }
- output#OnLessThan: =
- {
- txt = "&"
- hint = "Fired when the Target Entity goes from faster than the thresho"
- "ld angular velocity to slower than the threshold angular velocity."
- }
- output#OnLessThanOrEqualTo: =
- {
- txt = "&"
- hint = "Fired when the Target Entity goes from faster than the thresho"
- "ld angular velocity to slower than the threshold angular velocity."
- }
- output#OnEqualTo: =
- {
- txt = "&"
- hint = "Fired when the Target Entity reaches the threshold angular vel"
- "ocity from a different velocity."
- }
- }
- point_teleport:form =
- {
- t_Targetname = !
- t_Angles = !
- target: =
- {
- txt = "&"
- hint = "Entity To Teleport"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Teleport Home"
- }
- input#Teleport: =
- {
- txt = "&"
- hint = "Teleport the target entity."
- }
- }
- point_hurt:form =
- {
- t_Targetname = !
- DamageTarget: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- DamageRadius: =
- {
- txt = "&"
- hint = "Radius"
- }
- Damage: =
- {
- txt = "&"
- hint = "Damage"
- }
- DamageDelay: =
- {
- txt = "&"
- hint = "Delay"
- }
- DamageType: =
- {
- txt = "&"
- hint = "Damage Type"
- typ = "C"
- items = "GENERIC"$0D"CRUSH"$0D"BULLET"$0D"SLASH"$0D"BURN"$0D"FREEZE"$0D
- "FALL"$0D"BLAST"$0D"CLUB"$0D"SHOCK"$0D"SONIC"$0D"ENERGYBEAM"$0D"DROWN"
- $0D"PARALYSE"$0D"NERVEGAS"$0D"POISON"$0D"RADIATION"$0D"DROWNRECOVER"$0D
- "CHEMICAL"$0D"SLOWBURN"$0D"SLOWFREEZE"
- values = "0"$0D"1"$0D"2"$0D"4"$0D"8"$0D"16"$0D"32"$0D"64"$0D"128"$0D"2"
- "56"$0D"512"$0D"1024"$0D"16384"$0D"32768"$0D"65536"$0D"131072"$0D"262"
- "144"$0D"524288"$0D"1048576"$0D"2097152"$0D"4194304"
- }
- input#Hurt: =
- {
- txt = "&"
- hint = "Force a single fire, damaging either the Target Entity or all "
- "entities within the radius."
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Enable this entity. It will start damaging entities everytime "
- "it fires, and refire based upon the specified Delay."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Disable this entity. It will stop damaging entities."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle this entity between On/Off state."
- }
- }
- point_playermoveconstraint:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- radius: =
- {
- txt = "&"
- hint = "Radius"
- }
- width: =
- {
- txt = "&"
- hint = "Constraint Width"
- }
- speedfactor: =
- {
- txt = "&"
- hint = "Speed Factor"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Start constraining any players within the radius."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Stop constraining any players previously constrained."
- }
- output#OnConstraintBroken: =
- {
- txt = "&"
- hint = "Fired when a player breaks through the constraint."
- }
- }
-
- func_physbox:form =
- {
- t_BreakableBrush = !
- t_Targetname = !
- t_Origin = !
- t_RenderFields = !
- t_Shadow = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Start Asleep"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Ignore +USE for Pickup"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "Debris - Don't collide with the player or other debris"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Motion Disabled"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Use Preferred Carry Angles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Enable motion on Physcannon grab"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Not affected by rotor wash"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Generate output on +USE "
- }
- Damagetype: =
- {
- txt = "&"
- hint = "Impact Damage Type"
- typ = "C"
- items = "Blunt"$0D"Sharp"
- values = "0"$0D"1"
- }
- massScale: =
- {
- txt = "&"
- hint = "Mass Scale"
- }
- overridescript: =
- {
- txt = "&"
- hint = "Override Parameters"
- }
- damagetoenablemotion: =
- {
- txt = "&"
- hint = "Health Level to Override Motion"
- }
- forcetoenablemotion: =
- {
- txt = "&"
- hint = "Physics Impact Force to Override Motion"
- }
- health: =
- {
- txt = "&"
- hint = "Strength"
- }
- preferredcarryangles: =
- {
- txt = "&"
- hint = "Preferred Player-carry Angles"
- }
- notsolid: =
- {
- txt = "&"
- hint = "Not solid to world"
- typ = "C"
- items = "Solid to World"$0D"Passes through World"
- values = "0"$0D"1"
- }
- input#Wake: =
- {
- txt = "&"
- hint = "Wake up this physics object, if it is sleeping."
- }
- input#Sleep: =
- {
- txt = "&"
- hint = "Put this physics object to sleep. It will wake if given the Wa"
- "ke input, or if force is applied to it. Note that physics objects go"
- " to sleep automatically after coming to rest for a while, so you don"
- "'t really need to use this."
- }
- input#EnableMotion: =
- {
- txt = "&"
- hint = "Enable physics motion/collision response."
- }
- input#DisableMotion: =
- {
- txt = "&"
- hint = "Disable physics motion/collision response."
- }
- input#ForceDrop: =
- {
- txt = "&"
- hint = "If this object is being carried by a player, with the physgun "
- "or +USE, force it to be dropped."
- }
- output#OnDamaged: =
- {
- txt = "&"
- hint = "Fired when this entity is damaged."
- }
- output#OnAwakened: =
- {
- txt = "&"
- hint = "Fired when this entity becomes awake (collision/force is appli"
- "ed)."
- }
- output#OnMotionEnabled: =
- {
- txt = "&"
- hint = "Fired when motion is enabled due to damage/physcannon/force."
- }
- output#OnPhysGunPickup: =
- {
- txt = "&"
- hint = "Fired when a player picks this object up, either with the phys"
- "gun or +USE."
- }
- output#OnPhysGunDrop: =
- {
- txt = "&"
- hint = "Fired when a player drops this object."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player tries to +USE the physbox. This output w"
- "ill fire only if the Generate output on +USE spawnflag is set."
- }
- }
-
-
- t_func_physbox:incl =
- {
- t_BreakableBrush = !
- t_Targetname = !
- t_Origin = !
- t_RenderFields = !
- t_Shadow = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Start Asleep"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Ignore +USE for Pickup"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "Debris - Don't collide with the player or other debris"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Motion Disabled"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Use Preferred Carry Angles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Enable motion on Physcannon grab"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Not affected by rotor wash"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Generate output on +USE "
- }
- Damagetype: =
- {
- txt = "&"
- hint = "Impact Damage Type"
- typ = "C"
- items = "Blunt"$0D"Sharp"
- values = "0"$0D"1"
- }
- massScale: =
- {
- txt = "&"
- hint = "Mass Scale"
- }
- overridescript: =
- {
- txt = "&"
- hint = "Override Parameters"
- }
- damagetoenablemotion: =
- {
- txt = "&"
- hint = "Health Level to Override Motion"
- }
- forcetoenablemotion: =
- {
- txt = "&"
- hint = "Physics Impact Force to Override Motion"
- }
- health: =
- {
- txt = "&"
- hint = "Strength"
- }
- preferredcarryangles: =
- {
- txt = "&"
- hint = "Preferred Player-carry Angles"
- }
- notsolid: =
- {
- txt = "&"
- hint = "Not solid to world"
- typ = "C"
- items = "Solid to World"$0D"Passes through World"
- values = "0"$0D"1"
- }
- input#Wake: =
- {
- txt = "&"
- hint = "Wake up this physics object, if it is sleeping."
- }
- input#Sleep: =
- {
- txt = "&"
- hint = "Put this physics object to sleep. It will wake if given the Wa"
- "ke input, or if force is applied to it. Note that physics objects go"
- " to sleep automatically after coming to rest for a while, so you don"
- "'t really need to use this."
- }
- input#EnableMotion: =
- {
- txt = "&"
- hint = "Enable physics motion/collision response."
- }
- input#DisableMotion: =
- {
- txt = "&"
- hint = "Disable physics motion/collision response."
- }
- input#ForceDrop: =
- {
- txt = "&"
- hint = "If this object is being carried by a player, with the physgun "
- "or +USE, force it to be dropped."
- }
- output#OnDamaged: =
- {
- txt = "&"
- hint = "Fired when this entity is damaged."
- }
- output#OnAwakened: =
- {
- txt = "&"
- hint = "Fired when this entity becomes awake (collision/force is appli"
- "ed)."
- }
- output#OnMotionEnabled: =
- {
- txt = "&"
- hint = "Fired when motion is enabled due to damage/physcannon/force."
- }
- output#OnPhysGunPickup: =
- {
- txt = "&"
- hint = "Fired when a player picks this object up, either with the phys"
- "gun or +USE."
- }
- output#OnPhysGunDrop: =
- {
- txt = "&"
- hint = "Fired when a player drops this object."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player tries to +USE the physbox. This output w"
- "ill fire only if the Generate output on +USE spawnflag is set."
- }
- }
-
-
- t_TwoObjectPhysics:incl =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Start inactive"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Change mass to keep stable attachment to world"
- }
- attach1: =
- {
- txt = "&"
- hint = "Entity 1"
- }
- attach2: =
- {
- txt = "&"
- hint = "Entity 2"
- }
- constraintsystem: =
- {
- txt = "&"
- hint = "Constraint System Manager"
- }
- forcelimit: =
- {
- txt = "&"
- hint = "Force Limit to Break (lbs)"
- }
- torquelimit: =
- {
- txt = "&"
- hint = "Torque Limit to Break (lbs * distance)"
- }
- breaksound: =
- {
- txt = "&"
- hint = "Play Sound on Break"
- }
- input#Break: =
- {
- txt = "&"
- hint = "Force the constraint to break."
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Enable the constraint. Do this when the objects don't exist w"
- "hen the constraint spawns - or when you have deactivated the constra"
- "int. Broken constraints can NOT be turned on. They have been delet"
- "ed."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Disable this constraint."
- }
- output#OnBreak: =
- {
- txt = "&"
- hint = "Fired when the constraint breaks."
- }
- }
- phys_constraintsystem:form =
- {
- t_Targetname = !
- additionaliterations: =
- {
- txt = "&"
- hint = "Additional System Iterations"
- }
- }
- phys_keepupright:form =
- {
- t_Targetname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start inactive"
- }
- attach1: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- angularlimit: =
- {
- txt = "&"
- hint = "Angular Limit"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Enable the controller."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Disable the controller."
- }
- }
- physics_cannister:form =
- {
- t_Targetname = !
- t_Angles = !
- t_modelselect = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Asleep"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Explodes"
- }
- expdamage: =
- {
- txt = "&"
- hint = "Explosion Damage"
- }
- expradius: =
- {
- txt = "&"
- hint = "Explosion Radius"
- }
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- thrust: =
- {
- txt = "&"
- hint = "Thrust"
- }
- fuel: =
- {
- txt = "&"
- hint = "Fuel Seconds"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Smoke Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Smoke Color (R G B)"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Smoke Alpha (0 - 255)"
- }
- gassound: =
- {
- txt = "&"
- hint = "Thruster Sound"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Start gas escaping from the cannister."
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Stop gas escaping from the cannister."
- }
- input#Explode: =
- {
- txt = "&"
- hint = "Force the cannister to explode."
- }
- input#Wake: =
- {
- txt = "&"
- hint = "Wakes up the cannister, if it is sleeping."
- }
- output#OnActivate: =
- {
- txt = "&"
- hint = "Fired when gas starts to escape from the cannister."
- }
- }
- info_constraint_anchor:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- massScale: =
- {
- txt = "&"
- hint = "Amount to scale the mass of this body in the constraint solver"
- }
- }
- info_mass_center:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- target: =
- {
- txt = "&"
- hint = "Target object"
- }
- }
- phys_spring:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Force only on stretch"
- }
- attach1: =
- {
- txt = "&"
- hint = "Entity 1"
- }
- attach2: =
- {
- txt = "&"
- hint = "Entity 2"
- }
- springaxis: =
- {
- txt = "&"
- hint = "Spring Axis"
- }
- length: =
- {
- txt = "&"
- hint = "Spring Length"
- }
- constant: =
- {
- txt = "&"
- hint = "Spring Constant"
- }
- damping: =
- {
- txt = "&"
- hint = "Damping Constant"
- }
- relativedamping: =
- {
- txt = "&"
- hint = "Relative Damping Constant"
- }
- breaklength: =
- {
- txt = "&"
- hint = "Break on Length"
- }
- input#SetSpringConstant: =
- {
- txt = "&"
- hint = "Set the Spring Constant."
- }
- input#SetSpringLength: =
- {
- txt = "&"
- hint = "Set the Spring Length."
- }
- input#SetSpringDamping: =
- {
- txt = "&"
- hint = "Set the Spring Damping."
- }
- }
- phys_hinge:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_TwoObjectPhysics = !
- hingefriction: =
- {
- txt = "&"
- hint = "Friction"
- }
- hingeaxis: =
- {
- txt = "&"
- hint = "Hinge Axis"
- }
- SystemLoadScale: =
- {
- txt = "&"
- hint = "Load Scale"
- }
- input#SetAngularVelocity: =
- {
- txt = "&"
- hint = "Set angular velocity around the hinge (motor)"
- }
- }
- phys_ballsocket:form =
- {
- t_TwoObjectPhysics = !
- }
- phys_constraint:form =
- {
- t_TwoObjectPhysics = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- }
- phys_pulleyconstraint:form =
- {
- t_TwoObjectPhysics = !
- addlength: =
- {
- txt = "&"
- hint = "Additional Length"
- }
- gearratio: =
- {
- txt = "&"
- hint = "Pulley Gear Ratio"
- }
- position2: =
- {
- txt = "&"
- hint = "Pulley Position 2"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Keep Rigid"
- }
- }
- phys_slideconstraint:form =
- {
- t_TwoObjectPhysics = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Limit Endpoints"
- }
- slideaxis: =
- {
- txt = "&"
- hint = "Sliding Axis"
- }
- slidefriction: =
- {
- txt = "&"
- hint = "Friction"
- }
- SystemLoadScale: =
- {
- txt = "&"
- hint = "Load Scale"
- }
- input#SetVelocity: =
- {
- txt = "&"
- hint = "Set linear velocity along the constraint"
- }
- }
- phys_lengthconstraint:form =
- {
- t_TwoObjectPhysics = !
- addlength: =
- {
- txt = "&"
- hint = "Additional Length"
- }
- minlength: =
- {
- txt = "&"
- hint = "Minimum Length"
- }
- attachpoint: =
- {
- txt = "&"
- hint = "Attached object 2 point"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Keep Rigid"
- }
- }
- phys_ragdollconstraint:form =
- {
- t_TwoObjectPhysics = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Collision until break"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Only limit rotation (free movement)"
- }
- xmin: =
- {
- txt = "&"
- hint = "X axis min limit"
- }
- xmax: =
- {
- txt = "&"
- hint = "X axis max limit"
- }
- ymin: =
- {
- txt = "&"
- hint = "Y axis min limit"
- }
- ymax: =
- {
- txt = "&"
- hint = "Y axis max limit"
- }
- zmin: =
- {
- txt = "&"
- hint = "Z axis min limit"
- }
- zmax: =
- {
- txt = "&"
- hint = "Z axis max limit"
- }
- xfriction: =
- {
- txt = "&"
- hint = "X axis friction"
- }
- yfriction: =
- {
- txt = "&"
- hint = "Y axis friction"
- }
- zfriction: =
- {
- txt = "&"
- hint = "Z axis friction"
- }
- }
- phys_convert:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Convert Asleep"
- }
- target: =
- {
- txt = "&"
- hint = "Entity to convert"
- }
- swapmodel: =
- {
- txt = "&"
- hint = "Model Swap Entity"
- }
- output#OnConvert: =
- {
- txt = "&"
- hint = "Fires after the conversion has taken place."
- }
- input#ConvertTarget: =
- {
- txt = "&"
- hint = "Converts this entity's target to a physically simulated object"
- "."
- }
- }
- t_ForceController:incl =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Apply Force"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Apply Torque"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Orient Locally"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Ignore Mass"
- }
- attach1: =
- {
- txt = "&"
- hint = "Attached Object"
- }
- forcetime: =
- {
- txt = "&"
- hint = "Time of Force (0=inf)"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Turn the force on"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Turn the force off"
- }
- input#Scale: =
- {
- txt = "&"
- hint = "Set Force Scale"
- }
- }
- phys_thruster:form =
- {
- t_Angles = !
- t_ForceController = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Ignore Pos"
- }
- force: =
- {
- txt = "&"
- hint = "Force"
- }
- }
- phys_torque:form =
- {
- t_ForceController = !
- force: =
- {
- txt = "&"
- hint = "Angular Acceleration"
- }
- axis: =
- {
- txt = "&"
- hint = "Rotation Axis"
- }
- }
- phys_motor:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- speed: =
- {
- txt = "&"
- hint = "Rotation Speed"
- }
- spinup: =
- {
- txt = "&"
- hint = "Spin up time"
- }
- inertiafactor: =
- {
- txt = "&"
- hint = "System Interia Scale"
- }
- axis: =
- {
- txt = "&"
- hint = "Rotation Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No world collision"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Hinge Object"
- }
- attach1: =
- {
- txt = "&"
- hint = "Attached Object"
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "Sets target speed"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turns motor on"
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turns motor off"
- }
- }
- phys_magnet:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- t_Studiomodel = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Asleep"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Motion Disabled"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Suck On Touch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Allow Attached Rotation"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Coast jeep pickup hack"
- }
- forcelimit: =
- {
- txt = "&"
- hint = "Force Limit to Break (lbs)"
- }
- torquelimit: =
- {
- txt = "&"
- hint = "Torque Limit to Break (lbs * distance)"
- }
- massScale: =
- {
- txt = "&"
- hint = "Mass Scale"
- }
- overridescript: =
- {
- txt = "&"
- hint = "Override parameters"
- }
- maxobjects: =
- {
- txt = "&"
- hint = "Maximum Attached Objects"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn the magnet on."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "The the magnet off. This will detach anything current stuck to"
- " the magnet."
- }
- output#OnAttach: =
- {
- txt = "&"
- hint = "Fired when an entity is grabbed by the magnet."
- }
- output#OnDetach: =
- {
- txt = "&"
- hint = "Fired when an entity is released by the magnet."
- }
- }
- t_prop_detail_base:incl =
- {
- model: =
- {
- txt = "&"
- hint = "World model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- }
- t_prop_static_base:incl =
- {
- t_Angles = !
- t_DXLevelChoice = !
- t_modelselect = !
- skin: =
- {
- txt = "&"
- hint = "Skin"
- }
- solid: =
- {
- txt = "&"
- hint = "Collisions"
- typ = "C"
- items = "Not Solid"$0D"Use Bounding Box"$0D"Use VPhysics"
- values = "0"$0D"2"$0D"6"
- }
- disableshadows: =
- {
- txt = "&"
- hint = "Disable Shadows"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- screenspacefade: =
- {
- txt = "&"
- hint = "Screen Space Fade"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fademindist: =
- {
- txt = "&"
- hint = "Start Fade Dist/Pixels"
- }
- fademaxdist: =
- {
- txt = "&"
- hint = "End Fade Dist/Pixels"
- }
- fadescale: =
- {
- txt = "&"
- hint = "Fade Scale"
- }
- lightingorigin: =
- {
- txt = "&"
- hint = "Lighting Origin"
- }
- }
- t_prop_dynamic_base:incl =
- {
- t_Parentname = !
- t_Global = !
- t_Angles = !
- t_Studiomodel = !
- t_BreakableProp = !
- t_DXLevelChoice = !
- solid: =
- {
- txt = "&"
- hint = "Collisions"
- typ = "C"
- items = "Not Solid"$0D"Use Bounding Box"$0D"Use VPhysics"
- values = "0"$0D"2"$0D"6"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Use Hitboxes for Renderbox"
- }
- DefaultAnim: =
- {
- txt = "&"
- hint = "Default Animation"
- }
- RandomAnimation: =
- {
- txt = "&"
- hint = "Randomly Animate"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- MinAnimTime: =
- {
- txt = "&"
- hint = "Min Random Anim Time"
- }
- MaxAnimTime: =
- {
- txt = "&"
- hint = "Max Random Anim Time"
- }
- SetBodyGroup: =
- {
- txt = "&"
- hint = "Body Group"
- }
- fademindist: =
- {
- txt = "&"
- hint = "Start Fade Dist"
- }
- fademaxdist: =
- {
- txt = "&"
- hint = "End Fade Dist"
- }
- fadescale: =
- {
- txt = "&"
- hint = "Fade Scale"
- }
- input#SetAnimation: =
- {
- txt = "&"
- hint = "Force the prop to play an animation. The parameter should be t"
- "he name of the animation."
- }
- input#SetDefaultAnimation: =
- {
- txt = "&"
- hint = "Set the Default Animation to the one specified in the paramete"
- "r."
- }
- input#SetBodyGroup: =
- {
- txt = "&"
- hint = "Set the visible bodygroup, by index."
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Make the prop visible."
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Make the prop invisible."
- }
- output#OnAnimationBegun: =
- {
- txt = "&"
- hint = "Fired whenever a new animation has begun playing."
- }
- output#OnAnimationDone: =
- {
- txt = "&"
- hint = "Fired whenever an animation is complete."
- }
- }
- prop_detail:form =
- {
- t_prop_detail_base = !
- t_modelselect = !
- }
- prop_static:form =
- {
- t_prop_static_base = !
- }
- prop_dynamic:form =
- {
- t_prop_dynamic_base = !
- t_EnableDisable = !
- }
- prop_dynamic_override:form =
- {
- t_prop_dynamic_base = !
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- }
- t_BasePropPhysics:incl =
- {
- t_Targetname = !
- t_Global = !
- t_Angles = !
- t_Studiomodel = !
- t_BreakableProp = !
- t_DXLevelChoice = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Asleep"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Don't take physics damage"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Debris - Don't collide with the player or other debris"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Motion Disabled"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Enable motion on Physcannon grab"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Not affected by rotor wash"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Generate output on +USE "
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Prevent pickup"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Prevent motion enable on player bump"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Debris with trigger interaction"
- }
- minhealthdmg: =
- {
- txt = "&"
- hint = "Min Damage to Hurt"
- }
- shadowcastdist: =
- {
- txt = "&"
- hint = "Shadow Cast Distance"
- }
- physdamagescale: =
- {
- txt = "&"
- hint = "Physics Impact Damage Scale"
- }
- Damagetype: =
- {
- txt = "&"
- hint = "Impact damage type"
- typ = "C"
- items = "Blunt"$0D"Sharp"
- values = "0"$0D"1"
- }
- nodamageforces: =
- {
- txt = "&"
- hint = "Damaging it Doesn't Push It"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- inertiaScale: =
- {
- txt = "&"
- hint = "Scale Factor For Inertia"
- }
- massScale: =
- {
- txt = "&"
- hint = "Mass Scale"
- }
- overridescript: =
- {
- txt = "&"
- hint = "Override Parameters"
- }
- damagetoenablemotion: =
- {
- txt = "&"
- hint = "Health Level to Override Motion"
- }
- forcetoenablemotion: =
- {
- txt = "&"
- hint = "Physics Impact Force to Override Motion"
- }
- fademindist: =
- {
- txt = "&"
- hint = "Start Fade Dist"
- }
- fademaxdist: =
- {
- txt = "&"
- hint = "End Fade Dist"
- }
- fadescale: =
- {
- txt = "&"
- hint = "fade scale"
- }
- input#Wake: =
- {
- txt = "&"
- hint = "Wake up this physics object, if it is sleeping."
- }
- input#Sleep: =
- {
- txt = "&"
- hint = "Put this physics object to sleep. It will wake if given the Wa"
- "ke input, or if force is applied to it. Note that physics objects go"
- " to sleep automatically after coming to rest for a while, so you don"
- "'t really need to use this."
- }
- input#EnableMotion: =
- {
- txt = "&"
- hint = "Enable physics motion/collision response."
- }
- input#DisableMotion: =
- {
- txt = "&"
- hint = "Disable physics motion/collision response."
- }
- input#DisableFloating: =
- {
- txt = "&"
- hint = "Disable fluid/floating simulation to reduce cost."
- }
- input#SetBodyGroup: =
- {
- txt = "&"
- hint = "Set this prop's body group (from 0 - n)."
- }
- input#physdamagescale: =
- {
- txt = "&"
- hint = "Set the Physics Impact Damage Scale for this character. NOTE: "
- "0 means this feature is disabled for backwards compatibility."
- }
- input#EnableDamageForces: =
- {
- txt = "&"
- hint = "Damaging the entity applies physics forces to it."
- }
- input#DisableDamageForces: =
- {
- txt = "&"
- hint = "Damaging the entity does *not* apply physics forces to it."
- }
- output#OnMotionEnabled: =
- {
- txt = "&"
- hint = "Fired when motion is enabled on this prop, either via 'Health "
- "Level to Override Motion' or from the EnableMotion input."
- }
- output#OnAwakened: =
- {
- txt = "&"
- hint = "Fired when this entity becomes awake (collision/force is appli"
- "ed to it while it's asleep)."
- }
- output#OnPhysGunPickup: =
- {
- txt = "&"
- hint = "Fired when the player picks up the prop with the physcannon or"
- " +USE."
- }
- output#OnPhysGunDrop: =
- {
- txt = "&"
- hint = "Fired when the player drops the prop with the physcannon or US"
- "E."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player tries to +USE the physbox. This output w"
- "ill fire only if the Generate output on +USE spawnflag is set."
- }
- }
- prop_physics_override:form =
- {
- t_BasePropPhysics = !
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- input#Ignite: =
- {
- txt = "&"
- hint = "Ignite, burst into flames."
- }
- }
-
- prop_physics:form =
- {
- t_BasePropPhysics = !
- input#Ignite: =
- {
- txt = "&"
- hint = "Ignite, burst into flames."
- }
- }
-
- t_prop_physics:incl =
- {
- t_BasePropPhysics = !
- input#Ignite: =
- {
- txt = "&"
- hint = "Ignite, burst into flames."
- }
- }
- prop_physics_multiplayer:form =
- {
- t_prop_physics = !
- }
- prop_ragdoll:form =
- {
- t_Angles = !
- t_Targetname = !
- t_Studiomodel = !
- t_DXLevelChoice = !
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Debris - Don't collide with the player or other debris"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Allow Dissolve"
- }
- angleOverride: =
- {
- txt = "&"
- hint = "Override Animation"
- }
- fademindist: =
- {
- txt = "&"
- hint = "Start Fade Dist"
- }
- fademaxdist: =
- {
- txt = "&"
- hint = "End Fade Dist"
- }
- fadescale: =
- {
- txt = "&"
- hint = "fade scale"
- }
- }
- prop_dynamic_ornament:form =
- {
- t_prop_dynamic_base = !
- solid: =
- {
- txt = "&"
- hint = "Collisions"
- typ = "C"
- items = "Not Solid"
- values = "0"
- }
- InitialOwner: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- input#SetAttached: =
- {
- txt = "&"
- hint = "Attach the ornament to a different entity. Parameter should be"
- " the name of entity to attach to."
- }
- input#Detach: =
- {
- txt = "&"
- hint = "Detach from the Target Entity and become invisible. The orname"
- "nt can be re-attached with the SetAttached input."
- }
- }
- func_areaportal:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Name of Linked Door"
- }
- StartOpen: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Closed"$0D"Open"
- values = "0"$0D"1"
- }
- input#Open: =
- {
- txt = "&"
- hint = "Open the portal. When the portal is open is can be seen throug"
- "h."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Close the portal. When the portal is closed it cannot be seen "
- "through."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the open/closed state of the portal."
- }
- }
- func_occluder:form =
- {
- t_Targetname = !
- StartActive: =
- {
- txt = "&"
- hint = "Initial State"
- typ = "C"
- items = "Inactive"$0D"Active"
- values = "0"$0D"1"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Deactivate the occluder, When inactive, it can be seen through"
- "."
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Activate the occluder. When active, it cannot be seen through."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the active/inactive state of the occluder."
- }
- }
- func_breakable:form =
- {
- t_BreakableBrush = !
- t_Origin = !
- t_RenderFields = !
- t_Shadow = !
- minhealthdmg: =
- {
- txt = "&"
- hint = "Min Damage to Hurt"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- physdamagescale: =
- {
- txt = "&"
- hint = "Physics Impact Damage Scale"
- }
- }
- func_breakable_surf:form =
- {
- t_BreakableBrush = !
- t_RenderFields = !
- t_Shadow = !
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- fragility: =
- {
- txt = "&"
- hint = "Fragility"
- }
- upperleft: = {txt = "&" hint = "corner for positioning of broken glass"}
- upperright: = {txt = "&" hint = "corner for positioning of broken glass"}
- lowerright: = {txt = "&" hint = "corner for positioning of broken glass"}
- lowerleft: = {txt = "&" hint = "corner for positioning of broken glass"}
- surfacetype: =
- {
- txt = "&"
- hint = "Surface Type"
- typ = "C"
- items = "Glass"$0D"Tile"
- values = "0"$0D"1"
- }
- input#Shatter: =
- {
- txt = "&"
- hint = "Shatter the window. Input a vector. First two coordinates are "
- "the X,Y center of the shattering (as values from from 0-1). The thir"
- "d coordinate is the radius of the shatter, in inches."
- }
- }
- func_conveyor:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_RenderFields = !
- t_Shadow = !
- movedir: =
- {
- txt = "&"
- hint = "Move Direction (Pitch Yaw Roll)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Push"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Not Solid"
- }
- speed: =
- {
- txt = "&"
- hint = "Conveyor Speed"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- input#ToggleDirection: =
- {
- txt = "&"
- hint = "ToggleDirection"
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "SetSpeed"
- }
- }
- func_detail:form =
- {
- t_DXLevelChoice = !
- }
- func_illusionary:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_RenderFields = !
- t_Shadow = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
- func_precipitation:form =
- {
- t_Targetname = !
- t_Parentname = !
- renderamt: =
- {
- txt = "&"
- hint = "Density (0-100%)"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Color (R G B)"
- }
- rendercolor: =
- {
- Txt = "&"
- Typ = "LU3"
- Hint = "Color (R G B)"
- }
- preciptype: =
- {
- txt = "&"
- hint = "Precipitation Type"
- typ = "C"
- items = "Rain"$0D"Snow"
- values = "0"$0D"1"
- }
- }
- func_wall_toggle:form =
- {
- t_func_wall = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Starts Invisible"
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the brush on/off. When off, the brush will be non-solid"
- " and invisible."
- }
- }
- func_guntarget:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_RenderFields = !
- t_Global = !
- speed: =
- {
- txt = "&"
- hint = "Speed (units per second)"
- }
- target: =
- {
- txt = "&"
- hint = "First stop target"
- }
- health: =
- {
- txt = "&"
- hint = "Damage to Take"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- input#Start: =
- {
- txt = "&"
- hint = "Start the target moving."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Stop the target from moving."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the target between moving and stopped."
- }
- output#OnDeath: =
- {
- txt = "&"
- hint = "Fires when the target is killed."
- }
- }
- t_PlatSounds:incl =
- {
- movesnd: =
- {
- txt = "&"
- hint = "Move Sound"
- typ = "C"
- items = "No Sound"$0D"big elev 1"$0D"big elev 2"$0D"tech elev 1"$0D"te"
- "ch elev 2"$0D"tech elev 3"$0D"freight elev 1"$0D"freight elev 2"$0D"h"
- "eavy elev"$0D"rack elev"$0D"rail elev"$0D"squeek elev"$0D"odd elev 1"
- $0D"odd elev 2"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"
- }
- stopsnd: =
- {
- txt = "&"
- hint = "Stop Sound"
- typ = "C"
- items = "No Sound"$0D"big elev stop1"$0D"big elev stop2"$0D"freight el"
- "ev stop"$0D"heavy elev stop"$0D"rack stop"$0D"rail stop"$0D"squeek s"
- "top"$0D"quick stop"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"
- }
- volume: =
- {
- txt = "&"
- hint = "Sound Volume 0.0 - 1.0"
- }
- }
- t_Trackchange:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_RenderFields = !
- t_Global = !
- t_PlatSounds = !
- height: =
- {
- txt = "&"
- hint = "Travel Altitude"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Auto Activate train"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Relink track"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Start at Bottom"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Rotate Only"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "X Axis"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Y Axis"
- }
- rotation: =
- {
- txt = "&"
- hint = "Spin amount"
- }
- train: =
- {
- txt = "&"
- hint = "Train to Switch"
- }
- toptrack: =
- {
- txt = "&"
- hint = "Top Track"
- }
- bottomtrack: =
- {
- txt = "&"
- hint = "Bottom Track"
- }
- speed: =
- {
- txt = "&"
- hint = "Move/Rotate Speed"
- }
- }
- t_BaseTrain:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_RenderFields = !
- t_Global = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Pitch (X-rot)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No User Control"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Passable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Fixed Orientation"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "HL1 Train"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Use max peed for pitch shifting move sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Is unblockable by player"
- }
- target: =
- {
- txt = "&"
- hint = "First Stop Target"
- }
- startspeed: =
- {
- txt = "&"
- hint = "Max Speed (units / second)"
- }
- speed: =
- {
- txt = "&"
- hint = "Initial Speed (units / second)"
- }
- velocitytype: =
- {
- txt = "&"
- hint = "Change Velocity"
- typ = "C"
- items = "Instantaneously"$0D"Linear blend"$0D"Ease in/ease out"
- values = "0"$0D"1"$0D"2"
- }
- orientationtype: =
- {
- txt = "&"
- hint = "Change angles"
- typ = "C"
- items = "Never (fixed orientation)"$0D"Near path_tracks"$0D"Linear ble"
- "nd"$0D"Ease in/ease out"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- wheels: =
- {
- txt = "&"
- hint = "Distance Between the Wheels"
- }
- height: =
- {
- txt = "&"
- hint = "Height above track"
- }
- bank: =
- {
- txt = "&"
- hint = "Bank Angle on Turns"
- }
- dmg: =
- {
- txt = "&"
- hint = "Damage on Crush"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- MoveSound: =
- {
- txt = "&"
- hint = "Move Sound"
- }
- MovePingSound: =
- {
- txt = "&"
- hint = "Move Ping Sound"
- }
- StartSound: =
- {
- txt = "&"
- hint = "Start Sound"
- }
- StopSound: =
- {
- txt = "&"
- hint = "Stop Sound"
- }
- volume: =
- {
- txt = "&"
- hint = "Volume (10 = loudest)"
- }
- MoveSoundMinPitch: =
- {
- txt = "&"
- hint = "Min pitch (1-255, > 100 = higher)"
- }
- MoveSoundMaxPitch: =
- {
- txt = "&"
- hint = "Max pitch (1-255, > 100 = higher)"
- }
- MoveSoundMinTime: =
- {
- txt = "&"
- hint = "Min move sound interval"
- }
- MoveSoundMaxTime: =
- {
- txt = "&"
- hint = "Max move sound interval"
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "Set the speed of the train, as a ratio of max speed [0, 1]"
- }
- input#SetSpeedDir: =
- {
- txt = "&"
- hint = "Set the speed of the train, as a ratio of max speed. Negative "
- "values reverse the direction [-1, 1]"
- }
- input#SetSpeedReal: =
- {
- txt = "&"
- hint = "Set the speed of the train. Must be a positive value from 0 to"
- " max speed."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Stop the train."
- }
- input#StartForward: =
- {
- txt = "&"
- hint = "Start the train moving forward."
- }
- input#StartBackward: =
- {
- txt = "&"
- hint = "Start the train moving backward."
- }
- input#Resume: =
- {
- txt = "&"
- hint = "Resume the train moving in the current direction after it was "
- "stopped via the 'Stop' or 'Toggle' input."
- }
- input#Reverse: =
- {
- txt = "&"
- hint = "Reverse the direction of the train."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the train between start and stop."
- }
- }
- func_trackautochange:form =
- {
- t_Trackchange = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- input#Trigger: =
- {
- txt = "&"
- hint = "Trigger the track change."
- }
- }
- func_trackchange:form =
- {
- t_Trackchange = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum Light Level"
- }
- }
- func_tracktrain:form =
- {
- t_BaseTrain = !
- }
- func_tanktrain:form =
- {
- t_BaseTrain = !
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- output#OnDeath: =
- {
- txt = "&"
- hint = "Fired when the tank is killed."
- }
- }
- func_traincontrols:form =
- {
- t_Parentname = !
- t_Global = !
- target: =
- {
- txt = "&"
- hint = "Train Name"
- }
- }
- tanktrain_aitarget:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Tank AI Entity"
- }
- newtarget: =
- {
- txt = "&"
- hint = "New Target Entity"
- }
- }
- tanktrain_ai:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Train Name"
- }
- startsound: =
- {
- txt = "&"
- hint = "Start Moving Sound"
- }
- enginesound: =
- {
- txt = "&"
- hint = "Engine Loop Sound"
- }
- movementsound: =
- {
- txt = "&"
- hint = "Vehicle Movement Sound"
- }
- }
- path_track:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Disabled"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Fire once"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Branch Reverse"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Disable train"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Teleport to THIS path track"
- }
- target: =
- {
- txt = "&"
- hint = "Next Stop Target"
- }
- altpath: =
- {
- txt = "&"
- hint = "Branch Path"
- }
- speed: =
- {
- txt = "&"
- hint = "New Train Speed"
- }
- radius: =
- {
- txt = "&"
- hint = "Path radius"
- }
- orientationtype: =
- {
- txt = "&"
- hint = "Orientation Type"
- typ = "C"
- items = "No change"$0D"Face direction of motion"$0D"Face this path_tra"
- "ck's angles"
- values = "0"$0D"1"$0D"2"
- }
- input#ToggleAlternatePath: =
- {
- txt = "&"
- hint = "Cause the track to toggle to/from its alternate path."
- }
- input#EnableAlternatePath: =
- {
- txt = "&"
- hint = "Enable the alternate path of the track."
- }
- input#DisableAlternatePath: =
- {
- txt = "&"
- hint = "Disable the alternate path of the track."
- }
- input#TogglePath: =
- {
- txt = "&"
- hint = "Cause the track to toggle on/off/"
- }
- input#EnablePath: =
- {
- txt = "&"
- hint = "Enable the track."
- }
- input#DisablePath: =
- {
- txt = "&"
- hint = "Disable the track."
- }
- output#OnPass: =
- {
- txt = "&"
- hint = "Fired when any entity following this path passes this path_tra"
- "ck node."
- }
- }
- test_traceline:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Angles = !
- }
- trigger_autosave:form =
- {
- t_Targetname = !
- master: =
- {
- txt = "&"
- hint = "Master"
- }
- NewLevelUnit: =
- {
- txt = "&"
- hint = "Force New Level Unit"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
- trigger_changelevel:form =
- {
- targetname: =
- {
- txt = "&"
- hint = "Name"
- }
- map: =
- {
- txt = "&"
- hint = "New Map Name"
- }
- landmark: =
- {
- txt = "&"
- hint = "Landmark Name"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Disable Touch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "To Previous Chapter"
- }
- input#ChangeLevel: =
- {
- txt = "&"
- hint = "Cause the level change. Use this when triggering the level cha"
- "nge with a button, etc."
- }
- output#OnChangeLevel: =
- {
- txt = "&"
- hint = "Fired when the level changes."
- }
- }
- trigger_gravity:form =
- {
- t_Trigger = !
- gravity: =
- {
- txt = "&"
- hint = "Gravity (0-1)"
- }
- }
- trigger_playermovement:form =
- {
- t_Trigger = !
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "(OBSOLETE, Uncheck me)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Disable auto player movement"
- }
- }
- trigger_soundscape:form =
- {
- t_Trigger = !
- soundscape: =
- {
- txt = "&"
- hint = "Soundscape"
- }
- }
- trigger_hurt:form =
- {
- t_Trigger = !
- t_Targetname = !
- master: =
- {
- txt = "&"
- hint = "Master (Obsolete)"
- }
- damage: =
- {
- txt = "&"
- hint = "Damage"
- }
- damagecap: =
- {
- txt = "&"
- hint = "Damage Cap"
- }
- damagetype: =
- {
- txt = "&"
- hint = "Damage Type"
- typ = "C"
- items = "GENERIC"$0D"CRUSH"$0D"BULLET"$0D"SLASH"$0D"BURN"$0D"FREEZE"$0D
- "FALL"$0D"BLAST"$0D"CLUB"$0D"SHOCK"$0D"SONIC"$0D"ENERGYBEAM"$0D"DROWN"
- $0D"PARALYSE"$0D"NERVEGAS"$0D"POISON"$0D"RADIATION"$0D"DROWNRECOVER"$0D
- "CHEMICAL"$0D"SLOWBURN"$0D"SLOWFREEZE"
- values = "0"$0D"1"$0D"2"$0D"4"$0D"8"$0D"16"$0D"32"$0D"64"$0D"128"$0D"2"
- "56"$0D"512"$0D"1024"$0D"16384"$0D"32768"$0D"65536"$0D"131072"$0D"262"
- "144"$0D"524288"$0D"1048576"$0D"2097152"$0D"4194304"
- }
- damagemodel: =
- {
- txt = "&"
- hint = "Damage Model"
- typ = "C"
- items = "Normal"$0D"Doubling w/forgiveness"
- values = "0"$0D"1"
- }
- input#SetDamage: =
- {
- txt = "&"
- hint = "Set a new amount of damage for this trigger."
- }
- output#OnHurt: =
- {
- txt = "&"
- hint = "Fired whenever this trigger hurts something other than a playe"
- "r."
- }
- output#OnHurtPlayer: =
- {
- txt = "&"
- hint = "Fired whenever this trigger hurts a player."
- }
- }
- trigger_remove:form =
- {
- t_Trigger = !
- t_Targetname = !
- output#OnRemove: =
- {
- txt = "&"
- hint = "Fired whenever an entity is removed."
- }
- }
- trigger_multiple:form =
- {
- t_Trigger = !
- wait: =
- {
- txt = "&"
- hint = "Delay Before Reset"
- }
- output#OnTrigger: =
- {
- txt = "&"
- hint = "Fired whenever the trigger is activated."
- }
- }
- trigger_once:form =
- {
- t_TriggerOnce = !
- output#OnTrigger: =
- {
- txt = "&"
- hint = "Fired whenever the trigger is activated."
- }
- }
- trigger_look:form =
- {
- t_Trigger = !
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Fire Once"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Use Velocity instead of facing"
- }
- target: =
- {
- txt = "&"
- hint = "Look Target"
- }
- LookTime: =
- {
- txt = "&"
- hint = "LookTime"
- }
- FieldOfView: =
- {
- txt = "&"
- hint = "FieldOfView"
- }
- Timeout: =
- {
- txt = "&"
- hint = "Timeout"
- }
- output#OnTrigger: =
- {
- txt = "&"
- hint = "Fired when the trigger is activated."
- }
- output#OnTimeout: =
- {
- txt = "&"
- hint = "Fired after the timeout interval expires if the player never l"
- "ooked at the target."
- }
- }
- trigger_push:form =
- {
- t_Trigger = !
- pushdir: =
- {
- txt = "&"
- hint = "Push Direction (Pitch Yaw Roll)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Once Only"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Affects Ladders (Half-Life 2)"
- }
- speed: =
- {
- txt = "&"
- hint = "Speed of Push"
- }
- }
- trigger_wind:form =
- {
- t_Trigger = !
- t_Angles = !
- Speed: =
- {
- txt = "&"
- hint = "Speed"
- }
- SpeedNoise: =
- {
- txt = "&"
- hint = "Speed Noise"
- }
- DirectionNoise: =
- {
- txt = "&"
- hint = "Direction Noise"
- }
- HoldTime: =
- {
- txt = "&"
- hint = "Hold Time"
- }
- HoldNoise: =
- {
- txt = "&"
- hint = "Hold Noise"
- }
- input#SetSpeed: =
- {
- txt = "&"
- hint = "Set the baseline for how hard the wind blows."
- }
- }
- trigger_impact:form =
- {
- t_Targetname = !
- t_Angles = !
- Magnitude: =
- {
- txt = "&"
- hint = "Magnitude"
- }
- noise: =
- {
- txt = "&"
- hint = "Noise"
- }
- viewkick: =
- {
- txt = "&"
- hint = "Viewkick"
- }
- input#Impact: =
- {
- txt = "&"
- hint = "Fire the impact, pushing all entities within the volume."
- }
- input#SetMagnitude: =
- {
- txt = "&"
- hint = "Set the magnitude of the impact."
- }
- output#ImpactForce: =
- {
- txt = "&"
- hint = "Fired after an impact. The parameter passed along is the force"
- " of the impact that was generated."
- }
- }
- trigger_proximity:form =
- {
- t_Trigger = !
- measuretarget: =
- {
- txt = "&"
- hint = "Point to Measure From"
- }
- radius: =
- {
- txt = "&"
- hint = "Radius to measure within"
- }
- output#NearestEntityDistance: =
- {
- txt = "&"
- hint = "Fired continuously when entities are touching the trigger volu"
- "me. The output parameter is the distance from the Point to Measure F"
- "rom to the nearest entity that passed the trigger filters. The dista"
- "nce is mapped to the radius distance, so it will be 0 when the entit"
- "y is on the point, and 1 when the entity is at the edge of the radiu"
- "s."
- }
- }
- trigger_teleport:form =
- {
- t_Trigger = !
- target: =
- {
- txt = "&"
- hint = "Remote Destination"
- }
- landmark: =
- {
- txt = "&"
- hint = "Local Destination Landmark"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Preserve angles even when a local landmark is not specified"
- }
- }
- trigger_transition:form =
- {
- t_Targetname = !
- }
- ai_speechfilter:form =
- {
- t_Targetname = !
- t_ResponseContext = !
- subject: =
- {
- txt = "&"
- hint = "Subject(s)"
- }
- IdleModifier: =
- {
- txt = "&"
- hint = "Idle modifier."
- }
- NeverSayHello: =
- {
- txt = "&"
- hint = "Greet Player?"
- typ = "C"
- items = "Yes"$0D"No"
- values = "0"$0D"1"
- }
- }
- water_lod_control:form =
- {
- t_Targetname = !
- cheapwaterstartdistance: =
- {
- txt = "&"
- hint = "Start Transition to Cheap Water"
- }
- cheapwaterenddistance: =
- {
- txt = "&"
- hint = "End Transition to Cheap Water"
- }
- input#SetCheapWaterStartDistance: =
- {
- txt = "&"
- hint = "Set the distance that water starts transitioning to cheap wate"
- "r."
- }
- input#SetCheapWaterEndDistance: =
- {
- txt = "&"
- hint = "Set the distance that water finishes transitioning to cheap wa"
- "ter."
- }
- }
- info_camera_link:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Entity Whose Material Uses _rt_camera"
- }
- PointCamera: =
- {
- txt = "&"
- hint = "Camera Name"
- }
- input#SetCamera: =
- {
- txt = "&"
- hint = "Set the camera to use. The parameter should be the name of a p"
- "oint_camera entity in the map."
- }
- }
- logic_measure_movement:form =
- {
- t_Targetname = !
- MeasureTarget: =
- {
- txt = "&"
- hint = "Entity to Measure"
- }
- MeasureReference: =
- {
- txt = "&"
- hint = "Measure Reference"
- }
- Target: =
- {
- txt = "&"
- hint = "Entity to Move"
- }
- TargetReference: =
- {
- txt = "&"
- hint = "Movement Reference"
- }
- TargetScale: =
- {
- txt = "&"
- hint = "Movement scale"
- }
- MeasureType: =
- {
- txt = "&"
- hint = "Measurement Type"
- typ = "C"
- items = "Position"$0D"Eye position"
- values = "0"$0D"1"
- }
- input#SetMeasureTarget: =
- {
- txt = "&"
- hint = "Set the Entity to Measure, whose movement should be measured."
- }
- input#SetMeasureReference: =
- {
- txt = "&"
- hint = "Set the Measure Reference entity."
- }
- input#Target: =
- {
- txt = "&"
- hint = "Set the Entity to Move, which will be moved to mimic the measu"
- "red entity."
- }
- input#SetTargetReference: =
- {
- txt = "&"
- hint = "Set the Movement Reference entity."
- }
- input#SetTargetScale: =
- {
- txt = "&"
- hint = "Set the scale to divide the measured movements by."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the logic_measure_movement."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the logic_measure_movement."
- }
- }
- npc_furniture:form =
- {
- t_BaseNPC = !
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- }
- env_credits:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- input#RollCredits: =
- {
- txt = "&"
- hint = "Start the intro credits rolling."
- }
- input#RollOutroCredits: =
- {
- txt = "&"
- hint = "Start the outro credits rolling."
- }
- input#ShowLogo: =
- {
- txt = "&"
- hint = "Show the HL2 logo."
- }
- output#OnCreditsDone: =
- {
- txt = "&"
- hint = "Fired when the credits having finished rolling."
- }
- }
- material_modify_control:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Parentname = !
- t_Targetname = !
- materialName: =
- {
- txt = "&"
- hint = "Material to modify."
- }
- materialVar: =
- {
- txt = "&"
- hint = "Material variable to modify."
- }
- input#SetMaterialVar: =
- {
- txt = "&"
- hint = "Fire to modify a material variable. The argument is the value "
- "to set the variable to."
- }
- input#SetMaterialVarToCurrentTime: =
- {
- txt = "&"
- hint = "This sets the material variable to the current time on the ser"
- "ver."
- }
- }
- point_devshot_camera:form =
- {
- t_Angles = !
- cameraname: =
- {
- txt = "&"
- hint = "Camera Name"
- }
- FOV: =
- {
- txt = "&"
- hint = "Camera FOV"
- }
- }
- }
- }
-