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Text File | 2005-08-01 | 198.0 KB | 9,111 lines |
- QQRKSRC1
- // This file has been written by QuArK QuArK 6.4 alpha
- // It's the text version of file: halflife2.qrk
-
- // hl2sp (singleplayer) entities. last changes august/1/2005 by cbxpm.
-
- {
- Toolbox Folders.qtx =
- {
- Toolbox = "New map items..."
- Root = "HL2 SP Entities.qtxfolder"
- HL2 SP Entities.qtxfolder =
- {
-
- // ai entities
-
- ai_* entities.qtxfolder =
- {
- ai_ally_manager:e =
- {
- origin = "0 0 0"
- ;desc = "AI Ally Manager"
- maxallies = "5"
- maxmedics = "1"
- }
- ai_battle_line:e =
- {
- origin = "0 0 0"
- ;desc = "Battle line"
- Active = "0"
- Strict = "1"
- }
- ai_changehintgroup:e =
- {
- origin = "0 0 0"
- ;desc = "Change Hint Group"
- SearchType = "0"
- Radius = "0.0"
- hintlimiting = "0"
- }
- ai_changetarget:e =
- {
- origin = "0 0 0"
- ;desc = "Change Target"
- }
- ai_citizen_response_system:e =
- {
- origin = "0 0 0"
- ;desc = "If placed in the level, will manage citizens responses to p"
- "layer's actions."
- }
- ai_goal_actbusy:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Act Busy"
- }
- ai_goal_actbusy_queue:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Act Busy Queue"
- mustreachfront = "0"
- }
- ai_goal_assault:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Assault"
- SearchType = "0"
- StartActive = "0"
- AssaultCue = "1"
- }
- ai_goal_follow:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Follow"
- SearchType = "0"
- StartActive = "0"
- MaximumState = "1"
- Formation = "0"
- }
- ai_goal_lead:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Lead"
- SearchType = "0"
- }
- ai_goal_lead_weapon:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Lead (Weapon). A version of the ai_goal_lead entity"
- " that requires the player to have the specified weapon before the "
- "Actor(s) will lead the player to their target."
- WeaponName = "weapon_bugbait"
- SearchType = "0"
- }
- ai_goal_police:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Police"
- policeradius = "512"
- }
- ai_goal_standoff:e =
- {
- origin = "0 0 0"
- ;desc = "AI Goal Standoff"
- SearchType = "0"
- StartActive = "0"
- HintGroupChangeReaction = "1"
- Aggressiveness = "2"
- PlayerBattleline = "1"
- StayAtCover = "0"
- AbandonIfEnemyHides = "0"
- }
- ai_relationship:e =
- {
- origin = "0 0 0"
- ;desc = "AI Relationship - Sets relationships between groups of NPCs"
- " in the AI."
- disposition = "3"
- radius = "0"
- rank = "0"
- StartActive = "0"
- Reciprocal = "0"
- }
- ai_script_conditions:e =
- {
- origin = "0 0 0"
- ;desc = "AI Script Conditions"
- StartDisabled = "1"
- MinimumState = "1"
- MaximumState = "3"
- ScriptStatus = "0"
- RequiredTime = "0"
- MinTimeout = "0"
- MaxTimeout = "0"
- ActorSeePlayer = "2"
- PlayerActorProximity = "0"
- PlayerActorFOV = "360"
- PlayerActorFOVTrueCone = "0"
- PlayerActorLOS = "2"
- ActorSeeTarget = "2"
- ActorTargetProximity = "0"
- PlayerTargetProximity = "0"
- PlayerTargetFOV = "360"
- PlayerTargetFOVTrueCone = "0"
- PlayerTargetLOS = "2"
- PlayerBlockingActor = "2"
- }
- ai_sound:e =
- {
- origin = "0 0 0"
- ;desc = "This entity makes sounds or smells that can be sensed by NP"
- "Cs, butnot by the player. This can be used to cause reactions in n"
- "earby NPCs.\n\nSound Types\n Combat: Will cause most NPCs to beco"
- "me alert\n World: Will cause most NPCs to become alert\n Danger:"
- " Will cause most NPCs to move away from the position of the sound\"
- "n Bullet Impact: \n Carcass: \n Meat: \n Garbage: \n Thumper:"
- " causes antlions to run away briefly\n Readiness: (Low, Medium, H"
- "igh) Causes player companions that can hear this sound to change r"
- "eadiness\n"
- soundtype = "0"
- }
- }
-
- // env entities
-
- env_* entities.qtxfolder =
- {
- env_alyxemp:e =
- {
- origin = "0 0 0"
- ;desc = "Special effect for the Alyx's EMP device."
- Type = "0"
- }
- env_ar2explosion:e =
- {
- origin = "0 0 0"
- ;desc = "AR2 explosion visual effect. Big, volume-filling brown clou"
- "d. Does not cause damage or emit sound."
- material = "particle/particle_noisesphere"
- }
- env_citadel_energy_core:e =
- {
- origin = "0 0 0"
- ;desc = "Special effect for the energy cores in citadel."
- scale = "1"
- }
- env_flare:e =
- {
- origin = "0 0 0"
- ;desc = "Flare"
- scale = "1"
- duration = "30"
- }
- env_global:e =
- {
- origin = "0 0 0"
- ;desc = "An entity to control a game-specific global states."
- }
- env_gunfire:e =
- {
- origin = "0 0 0"
- ;desc = "Gunfire Effect"
- minburstsize = "2"
- maxburstsize = "7"
- minburstdelay = "2"
- maxburstdelay = "5"
- rateoffire = "10"
- spread = "5"
- bias = "1"
- collisions = "0"
- shootsound = "Weapon_AR2.NPC_Single"
- tracertype = "AR2TRACER"
- }
- env_headcrabcanister:e =
- {
- origin = "0 0 0"
- ;desc = "Headcrab canister"
- HeadcrabType = "0"
- HeadcrabCount = "6"
- FlightSpeed = "3000"
- FlightTime = "5"
- StartingHeight = "0"
- MinSkyboxRefireTime = "0"
- MaxSkyboxRefireTime = "0"
- SkyboxCannisterCount = "1"
- Damage = "150"
- DamageRadius = "750"
- SmokeLifetime = "30"
- }
- env_muzzleflash:e =
- {
- origin = "0 0 0"
- ;desc = "Muzzle Flash"
- scale = "1"
- }
- env_rotorwash:e =
- {
- origin = "0 0 0"
- ;desc = "Rotorwash Effect"
- }
- env_speaker:e =
- {
- origin = "0 0 0"
- ;desc = "Announcement Speaker"
- }
- env_starfield:e =
- {
- origin = "0 0 0"
- ;desc = "Starfield effect"
- }
- env_terrainmorph:e =
- {
- origin = "0 0 0"
- ;desc = "Morphs terrain by pulling vertices along a normal.\n\nPlace"
- " this entity the desired distance from a terrain surface and set A"
- "NGLES to the normal along which you want to pull the surface's ver"
- "tices. If you set the INSTANT spawnflag, the morph will take place"
- " instantly instead of over time.\n"
- startradius = "500"
- goalradius = "100"
- duration = "3"
- fraction = "1"
- }
- }
-
- // func entities
-
- func_* entities.qtxfolder =
- {
- func_combine_ball_spawner:b =
- {
- t_nodrawpoly=!
- ;desc = "A volumetric trigger that bestows super armor to the player"
- spawnflags = "4096"
- ballcount = "3"
- minspeed = "300.0"
- maxspeed = "600.0"
- ballradius = "20.0"
- balltype = "Combine Energy Ball 1"
- ballrespawntime = "4.0f"
- }
- func_healthcharger:b =
- {
- t_detailpoly=!
- ;desc = "Wall health recharger"
- }
- func_lookdoor:b =
- {
- t_detailpoly=!
- ;desc = "A door that moves either when looked by a targeted object o"
- "r when a target object comes near the door. Behavior can be eithe"
- "r based on viewing direction or proximity alone, or on a combinati"
- "on of both. If inverted the doors behavior will be the opposite."
- ProximityDistance = "0.0"
- ProximityOffset = "0.0"
- FieldOfView = "0.0"
- }
- func_monitor:b =
- {
- t_nodrawpoly=!
- ;desc = "A monitor that renders the view from a given point_camera e"
- "ntity."
- }
- func_recharge:b =
- {
- t_detailpoly=!
- ;desc = "Battery recharger"
- }
- func_tank:b =
- {
- t_detailpoly=!
- ;desc = "Brush Gun Turret"
- bullet = "0"
- }
- func_tankairboatgun:b =
- {
- t_detailpoly=!
- ;desc = "Airboat Gun Turret"
- }
- func_tankapcrocket:b =
- {
- t_detailpoly=!
- ;desc = "APC Rocket Turret"
- rocketspeed = "800"
- burstcount = "10"
- }
- func_tanklaser:b =
- {
- t_detailpoly=!
- ;desc = "Brush Laser Turret"
- }
- func_tankmortar:b =
- {
- t_detailpoly=!
- ;desc = "Brush Mortar Turret"
- iMagnitude = "100"
- firedelay = "2"
- warningtime = "1"
- firevariance = "0"
- }
- func_tankphyscannister:b =
- {
- t_detailpoly=!
- ;desc = "PhysCannister Turret"
- }
- func_tankpulselaser:b =
- {
- t_detailpoly=!
- ;desc = "Brush Pulse Laser"
- PulseSpeed = "1000"
- PulseColor = "255 0 0"
- PulseWidth = "20"
- PulseLife = "2"
- PulseLag = "0.05"
- }
- func_tankrocket:b =
- {
- t_detailpoly=!
- ;desc = "Brush Rocket Turret"
- rocketspeed = "800"
- }
- func_vehicleclip:b =
- {
- t_triggerpoly=!
- ;desc = "Vehicle Clip"
- }
- }
-
- // info entities
-
- info_* entities.qtxfolder =
- {
- info_apc_missile_hint:b =
- {
- t_nodrawpoly=!
- ;desc = "Something that helps APC missiles guide. If the missile can"
- " hit the associated target entitybetween the time it takes the cur"
- "rent enemy to enter + leave the hint, then the missile will guide "
- "to the entity."
- }
- info_snipertarget:e =
- {
- origin = "0 0 0"
- ;desc = "Sniper Target"
- speed = "2"
- }
- info_target_gunshipcrash:e =
- {
- origin = "0 0 0"
- ;desc = "Gunship Crash Target"
- }
- info_teleporter_countdown:e =
- {
- origin = "0 0 0"
- ;desc = "Countdown timer for the teleporter. The status of the telep"
- "orter will appear on vgui_screen entities whose panel is 'teleport"
- "_countdown_screen'."
- }
- }
-
- // item entities
-
- item_* entities.qtxfolder =
- {
- item_ammo_357:e =
- {
- origin = "0 0 0"
- ;desc = "Box of 357 ammo"
- }
- item_ammo_357_large:e =
- {
- origin = "0 0 0"
- ;desc = "Large Box of 357 ammo"
- }
- item_ammo_ar2:e =
- {
- origin = "0 0 0"
- ;desc = "Box of AR2 ammo"
- }
- item_ammo_ar2_altfire:e =
- {
- origin = "0 0 0"
- ;desc = "AR2 Alt-fire Round"
- }
- item_ammo_ar2_large:e =
- {
- origin = "0 0 0"
- ;desc = "Large Box of AR2 ammo"
- }
- item_ammo_crate:e =
- {
- origin = "0 0 0"
- ;desc = "Ammo Crate"
- AmmoType = "0"
- }
- item_ammo_crossbow:e =
- {
- origin = "0 0 0"
- ;desc = "Box of Crossbow ammo"
- }
- item_ammo_pistol:e =
- {
- origin = "0 0 0"
- ;desc = "Box of Pistol ammo"
- }
- item_ammo_pistol_large:e =
- {
- origin = "0 0 0"
- ;desc = "Large Box of Pistol ammo"
- }
- item_ammo_smg1:e =
- {
- origin = "0 0 0"
- ;desc = "Box of SMG1 ammo"
- }
- item_ammo_smg1_grenade:e =
- {
- origin = "0 0 0"
- ;desc = "SMG1 Grenade"
- }
- item_ammo_smg1_large:e =
- {
- origin = "0 0 0"
- ;desc = "Large Box of SMG1 ammo"
- }
- item_battery:e =
- {
- origin = "0 0 0"
- ;desc = "HEV battery"
- }
- item_box_buckshot:e =
- {
- origin = "0 0 0"
- ;desc = "Box Buckshot"
- }
- item_dynamic_resupply:e =
- {
- origin = "0 0 0"
- ;desc = "Dynamic item"
- spawnflags = "1"
- DesiredHealth = "1"
- DesiredArmor = "0.3"
- DesiredAmmoPistol = "0.5"
- DesiredAmmoSMG1 = "0.5"
- DesiredAmmoSMG1_Grenade = "0.1"
- DesiredAmmoAR2 = "0.4"
- DesiredAmmoBuckshot = "0.5"
- DesiredAmmoRPG_Round = "0"
- DesiredAmmoGrenade = "0.1"
- DesiredAmmo357 = "0"
- DesiredAmmoCrossbow = "0"
- }
- item_healthcharger:e =
- {
- origin = "0 0 0"
- ;desc = "Health Charger"
- }
- item_healthkit:e =
- {
- origin = "0 0 0"
- ;desc = "Small Health Kit"
- }
- item_healthvial:e =
- {
- origin = "0 0 0"
- ;desc = "Personal Health Kit"
- }
- item_item_crate:e =
- {
- origin = "0 0 0"
- ;desc = "Item Crate"
- CrateType = "0"
- ItemClass = "item_dynamic_resupply"
- ItemCount = "1"
- }
- item_rpg_round:e =
- {
- origin = "0 0 0"
- ;desc = "RPG Round"
- }
- item_suit:e =
- {
- origin = "0 0 0"
- ;desc = "HEV Suit"
- }
- item_suitcharger:e =
- {
- origin = "0 0 0"
- ;desc = "Battery recharger"
- }
- }
-
- // npc entities
-
- npc_* entities.qtxfolder =
- {
- npc_alyx:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Alyx"
- model = "models/alyx.mdl"
- additionalequipment = "weapon_alyxgun"
- }
- npc_antlion:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Antlions will run away from ai_sound, type: Thumper."
- startburrowed = "No"
- radius = "256"
- eludedist = "1024"
- ignorebugbait = "No"
- }
- npc_antlion_template_maker:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Antlion Template Maker"
- spawnradius = "512"
- vehicledistance = "1"
- ignorebugbait = "0"
- pool_start = "0"
- pool_max = "0"
- pool_regen_amount = "0"
- pool_regen_time = "0"
- }
- npc_antlionguard:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Antlion Guard"
- startburrowed = "No"
- allowbark = "No"
- }
- npc_apcdriver:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "NPC used to drive an APC vehicle."
- drivermaxspeed = "1"
- driverminspeed = "0"
- }
- npc_barnacle:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Barnacle"
- RestDist = "16"
- }
- npc_barney:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Barney"
- additionalequipment = "weapon_pistol"
- }
- npc_breen:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Dr Breen"
- model = "models/breen.mdl"
- }
- npc_bullseye:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Bullseye"
- health = "35"
- }
- npc_citizen:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Citizen"
- spawnflags = "262144"
- additionalequipment = "0"
- ammosupply = "SMG1"
- ammoamount = "1"
- citizentype = "Default"
- expressiontype = "Random"
- model = "models/humans/group01/male_01.mdl"
- notifynavfailblocked = "0"
- }
- npc_combine_camera:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine security camera"
- spawnflags = "32"
- innerradius = "300"
- outerradius = "450"
- minhealthdmg = "0"
- }
- npc_combine_s:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine Soldier"
- model = "models/combine_soldier.mdl"
- }
- npc_combinedropship:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine Dropship"
- GunRange = "2048"
- Invulnerable = "0"
- CrateType = "2"
- }
- npc_combinegunship:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine Gunship"
- }
- npc_crabsynth:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Crab Synth"
- }
- npc_cranedriver:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "NPC used to drive cranes."
- releasepause = "0"
- }
- npc_crow:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Crow"
- }
- npc_cscanner:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "City Scanner"
- spotlightlength = "500"
- spotlightwidth = "50"
- spotlightdisabled = "0"
- ShouldInspect = "1"
- OnlyInspectPlayers = "0"
- NeverInspectPlayers = "0"
- }
- npc_dog:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "d0g"
- }
- npc_eli:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Eli Vance"
- model = "models/eli.mdl"
- }
- npc_enemyfinder:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "EnemyFinder"
- spawnflags = "65536"
- FieldOfView = "0.2"
- MinSearchDist = "0"
- MaxSearchDist = "2048"
- freepass_timetotrigger = "0"
- freepass_duration = "0"
- freepass_movetolerance = "120"
- freepass_refillrate = "0.5"
- freepass_peektime = "0"
- StartOn = "1"
- }
- npc_fastzombie:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Fast Zombie"
- }
- npc_gman:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "The G-Man"
- }
- npc_headcrab:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Headcrab"
- }
- npc_headcrab_black:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Black Headcrab"
- }
- npc_headcrab_fast:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Fast Headcrab"
- }
- npc_heli_avoidbox:b =
- {
- t_triggerpoly=!
- ;desc = "Helicopter avoidance box"
- }
- npc_heli_avoidsphere:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Helicopter avoidance sphere"
- radius = "128"
- }
- npc_heli_nobomb:b =
- {
- t_triggerpoly=!
- ;desc = "Helicopter bombing suppressor"
- }
- npc_helicopter:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Helicopter"
- InitialSpeed = "0"
- GracePeriod = "2.0"
- PatrolSpeed = "0"
- }
- npc_ichthyosaur:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Ichthyosaur. Not fully functional"
- }
- npc_kleiner:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Kleiner"
- }
- npc_launcher:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Launcher"
- spawnflags = "65536"
- StartOn = "0"
- MissileModel = "models/Weapons/wscanner_grenade.mdl"
- LaunchSound = "npc/waste_scanner/grenade_fire.wav"
- FlySound = "ambient/objects/machine2.wav"
- SmokeTrail = "1"
- LaunchSmoke = "1"
- LaunchDelay = "8"
- LaunchSpeed = "200"
- HomingSpeed = "0"
- HomingStrength = "10"
- HomingDelay = "0"
- HomingRampUp = "0.5"
- HomingDuration = "5"
- HomingRampDown = "1.0"
- Gravity = "1.0"
- MinRange = "100"
- MaxRange = "2048"
- SpinMagnitude = "0"
- SpinSpeed = "0"
- Damage = "50"
- DamageRadius = "200"
- }
- npc_maker:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "NPC Maker"
- additionalequipment = "0"
- }
- npc_manhack:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Manhack"
- }
- npc_metropolice:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "MetroPolice"
- additionalequipment = "weapon_pistol"
- manhacks = "0"
- weapondrawn = "0"
- }
- npc_missiledefense:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Missile Defense"
- }
- npc_monk:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Monk"
- additionalequipment = "weapon_annabelle"
- HasGun = "1"
- }
- npc_mortarsynth:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Mortar Synth"
- additionalequipment = "weapon_annabelle"
- HasGun = "1"
- }
- npc_mossman:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Dr Mossman"
- }
- npc_pigeon:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Pigeon"
- }
- npc_poisonzombie:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "A bloated, disgusting, fluid-spurting zombie created by a p"
- "oison headcrab."
- crabcount = "3"
- }
- npc_rollermine:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Roller Mine"
- startburied = "No"
- }
- npc_seagull:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Seagull"
- }
- npc_sniper:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Sniper"
- radius = "0"
- misses = "0"
- beambrightness = "100"
- shielddistance = "64"
- shieldradius = "48"
- }
- npc_spotlight:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Spotlight"
- spawnflags = "196608"
- health = "100"
- YawRange = "90"
- PitchMin = "35"
- PitchMax = "50"
- IdleSpeed = "2"
- AlertSpeed = "5"
- spotlightlength = "500"
- spotlightwidth = "50"
- rendercolor = "255 255 255"
- }
- npc_stalker:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Stalker"
- BeamPower = "Low"
- }
- npc_strider:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Strider"
- disablephysics = "0"
- }
- npc_turret_ceiling:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine Ceiling Turret"
- spawnflags = "32"
- minhealthdmg = "0"
- }
- npc_turret_floor:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine Floor Turret"
- }
- npc_turret_ground:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Combine ground turret"
- }
- npc_vehicledriver:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "NPC used to drive a target vehicle."
- drivermaxspeed = "1"
- driverminspeed = "0"
- }
- npc_vortigaunt:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Vortigaunt"
- model = "models/vortigaunt.mdl"
- ArmorRechargeEnabled = "1"
- }
- npc_zombie:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Zombie"
- }
- npc_zombie_torso:e =
- {
- origin = "0 0 0"
- angles = "0 0 0"
- ;desc = "Zombie Torso"
- }
- }
-
- // other entities
-
- other_* entities.qtxfolder =
- {
- aiscripted_schedule:e =
- {
- origin = "0 0 0"
- ;desc = "Issues a command to an NPC without taking the NPC out of it"
- "s AI. This does not seize control of the NPC as a scripted_sequenc"
- "e does"
- m_flRadius = "0"
- graball = "0"
- forcestate = "0"
- schedule = "1"
- interruptability = "0"
- }
- assault_assaultpoint:e =
- {
- origin = "0 0 0"
- ;desc = "(Assault) assault point"
- assaulttimeout = "3.0"
- clearoncontact = "0"
- allowdiversion = "0"
- nevertimeout = "0"
- }
- assault_rallypoint:e =
- {
- origin = "0 0 0"
- ;desc = "(Assault) rally point"
- assaultdelay = "0"
- priority = "1"
- }
- combine_mine:e =
- {
- origin = "0 0 0"
- ;desc = "Combine Land Mine"
- bounce = "1"
- LockSilently = "1"
- StartDisarmed = "0"
- }
- cycler_actor:e =
- {
- origin = "0 0 0"
- ;desc = "Actor Cycler"
- }
- generic_actor:e =
- {
- origin = "0 0 0"
- ;desc = "Generic Actor NPC"
- hull_name = "Human"
- }
- logic_choreographed_scene:e =
- {
- origin = "0 0 0"
- ;desc = "Manages a choreographed scene of one or more actors."
- busyactor = "0"
- }
- monster_generic:e =
- {
- origin = "0 0 0"
- ;desc = "Generic Script NPC"
- body = "0"
- }
- path_corner:e =
- {
- origin = "0 0 0"
- ;desc = "Generic path point"
- wait = "0"
- speed = "0"
- yaw_speed = "0"
- }
- path_corner_crash:e =
- {
- origin = "0 0 0"
- ;desc = "Helicopter Crash Path"
- }
- phys_constraintsystem:e =
- {
- origin = "0 0 0"
- ;desc = "Used to manage a group of interacting constraints and keep "
- "them stable."
- }
- script_intro:e =
- {
- origin = "0 0 0"
- ;desc = "Script: Custom entity used to handle the intro sequence."
- }
- script_tauremoval:e =
- {
- origin = "0 0 0"
- ;desc = "Script: Custom entity used to handle the tau removal sequen"
- "ce in coast. (unused)"
- }
- test_sidelist:e =
- {
- origin = "0 0 0"
- ;desc = "Test entity for Ken!"
- }
- vehicle_viewcontroller:e =
- {
- origin = "0 0 0"
- ;desc = "Vehicle hack to control player view"
- }
- }
-
- // player entities
-
- player_* entities.qtxfolder =
- {
- player_loadsaved:e =
- {
- origin = "0 0 0"
- ;desc = "Load Auto-Saved game"
- duration = "2"
- holdtime = "0"
- renderamt = "255"
- rendercolor = "0 0 0"
- loadtime = "0"
- }
- player_speedmod:e =
- {
- origin = "0 0 0"
- ;desc = "Speeds up or slows down player velocity over time (slow mo/"
- "fast forward)"
- }
- player_weaponstrip:e =
- {
- origin = "0 0 0"
- ;desc = "Strips player's weapons"
- }
- }
-
- // point entities
-
- point_* entities.qtxfolder =
- {
- point_antlion_repellant:e =
- {
- origin = "0 0 0"
- ;desc = "Antlion Repellant"
- repelradius = "512"
- }
- point_apc_controller:e =
- {
- origin = "0 0 0"
- ;desc = "APC Controller"
- yawrate = "30"
- yawtolerance = "15"
- pitchrate = "0"
- pitchtolerance = "20"
- minRange = "0"
- maxRange = "0"
- }
- point_bugbait:e =
- {
- origin = "0 0 0"
- ;desc = "Bugbait sensor point"
- Enabled = "1"
- radius = "512"
- }
- point_camera:e =
- {
- origin = "0 0 0"
- ;desc = "Camera"
- FOV = "90"
- UseScreenAspectRatio = "0"
- fogEnable = "0"
- fogColor = "0 0 0"
- fogStart = "2048"
- fogEnd = "4096"
- }
- }
-
- // prop entities
-
- prop_* entities.qtxfolder =
- {
- prop_combine_ball:e =
- {
- origin = "0 0 0"
- ;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."
- }
- prop_thumper:e =
- {
- origin = "0 0 0"
- ;desc = "Thumper"
- model = "models/props_combine/CombineThumper002.mdl"
- dustscale = "Small Thumper"
- }
- prop_vehicle:e =
- {
- origin = "0 0 0"
- ;desc = "Studiomodel vehicle that can be driven via inputs."
- }
- prop_vehicle_airboat:e =
- {
- origin = "0 0 0"
- ;desc = "Driveable studiomodel airboat."
- model = "models/airboat.mdl"
- vehiclescript = "scripts/vehicles/airboat.txt"
- EnableGun = "0"
- }
- prop_vehicle_apc:e =
- {
- origin = "0 0 0"
- ;desc = "APC with mounted guns, can only be driven by a vehicle driv"
- "er or a npc_apcdriver."
- }
- prop_vehicle_cannon:e =
- {
- origin = "0 0 0"
- ;desc = "Driveable studiomodel cannon."
- }
- prop_vehicle_crane:e =
- {
- origin = "0 0 0"
- ;desc = "Driveable studiomodel crane."
- }
- prop_vehicle_driveable:e =
- {
- origin = "0 0 0"
- ;desc = "Generic driveable studiomodel vehicle."
- }
- prop_vehicle_jeep:e =
- {
- origin = "0 0 0"
- ;desc = "Driveable studiomodel jeep."
- }
- prop_vehicle_prisoner_pod:e =
- {
- origin = "0 0 0"
- ;desc = "Combine prisoner pod that the player can ride in."
- model = "models/vehicles/prisoner_pod.mdl"
- vehiclescript = "scripts/vehicles/prisoner_pod.txt"
- }
- }
-
- // scripted entities
-
- scripted_* entities.qtxfolder =
- {
- scripted_sentence:e =
- {
- origin = "0 0 0"
- ;desc = "Scripted Sentence"
- spawnflags = "21"
- delay = "0"
- radius = "512"
- refire = "3"
- volume = "10"
- attenuation = "0"
- }
- scripted_sequence:e =
- {
- origin = "0 0 0"
- ;desc = "Grabs an NPC and makes them play a specified set of animati"
- "ons. The NPC can be told to move to the scripted sequence position"
- " or can be told to play the script wherever they currently are. Mu"
- "ltiple scripted sequences of the same name will frame-synchronize "
- "in the action animation once all the actors have moved to position"
- ". This allows tight interaction between actors (one actor grabbing"
- " another, hitting them, etc.) The flow is as follows:\n\n1) Move t"
- "o position using the specified movement animation. If 'Move to Pos"
- "ition' is set to NONE, skip to step 2.\n2) If forced to wait for a"
- "nother actor to move to position, play the pre-action idle animati"
- "on, otherwise skip to step 3. If there is no pre-action idle speci"
- "fied, ACT_IDLE is used.\n3) Fire the OnBeginSequence output.\n4) P"
- "lay the action animation. If no action animation is specified, ski"
- "p to step 5.\n5) Play the post-action idle animation. If none is s"
- "pecified, skip to step 6. If the 'Loop in Post Idle' spawnflag is "
- "set, keep playing the post-action idle until the script is cancell"
- "ed. If no post-action idle animation is specified, ACT_IDLE is use"
- "d.\n6) Fire the OnEndSequence output.\n7) If a next script to play"
- " is specified, hand the NPC to the next script and repeat this pro"
- "cess for that script.\n\nThe MoveToPosition input runs steps 1 and"
- " 2, then waits while playing the pre-action idle animation until t"
- "he BeginSequence input is received."
- }
- scripted_target:e =
- {
- origin = "0 0 0"
- ;desc = "Scripted Target"
- StartDisabled = "1"
- m_flRadius = "0"
- MoveSpeed = "5"
- PauseDuration = "0"
- EffectDuration = "2"
- }
- }
-
- // trigger entities
-
- trigger_* entities.qtxfolder =
- {
- trigger_physics_trap:b =
- {
- t_triggerpoly=!
- ;desc = "A volumetric trigger that disintegrates enemies"
- dissolvetype = "Energy"
- }
- trigger_rpgfire:b =
- {
- t_triggerpoly=!
- ;desc = "A volumetric trigger that triggers whenever an RPG is fired"
- " within it."
- }
- trigger_vphysics_motion:b =
- {
- t_triggerpoly=!
- ;desc = "A volumetric trigger that affects the motion of vphysics ob"
- "jects that touch it."
- StartDisabled = "0"
- SetGravityScale = "1.0"
- SetAdditionalAirDensity = "0"
- SetVelocityLimit = "0.0"
- SetVelocityLimitDelta = "0.0"
- SetVelocityScale = "1.0"
- SetAngVelocityLimit = "0.0"
- SetAngVelocityScale = "1.0"
- SetLinearForce = "0.0"
- SetLinearForceAngles = "0 0 0"
- ParticleTrailLifetime = "4"
- ParticleTrailStartSize = "2"
- ParticleTrailEndSize = "3"
- }
- trigger_waterydeath:b =
- {
- t_triggerpoly=!
- ;desc = "A trigger volume that spawns leeches around entities inside"
- " it, and does damage to them until they die. Used to prevent playe"
- "rs entering deep water."
- }
- trigger_weapon_dissolve:b =
- {
- t_triggerpoly=!
- ;desc = "A volumetric trigger that dissolves all weapons within it"
- }
- trigger_weapon_strip:b =
- {
- t_triggerpoly=!
- ;desc = "A volumetric trigger that strips combat characters of all w"
- "eapons"
- KillWeapons = "No"
- }
- }
-
- // weapon entities
-
- weapon_* entities.qtxfolder =
- {
- weapon_357:e =
- {
- origin = "0 0 0"
- ;desc = "357 Magnum"
- }
- weapon_alyxgun:e =
- {
- origin = "0 0 0"
- ;desc = "Alyx Gun"
- }
- weapon_annabelle:e =
- {
- origin = "0 0 0"
- ;desc = "Annabelle (Grigori)"
- }
- weapon_ar2:e =
- {
- origin = "0 0 0"
- ;desc = "Assault Rifle 2 (Pulse Rifle)"
- }
- weapon_brickbat:e =
- {
- origin = "0 0 0"
- ;desc = "Brickbat (Unknown)"
- BrickbatType = "Rock"
- }
- weapon_bugbait:e =
- {
- origin = "0 0 0"
- ;desc = "Bug Bait"
- }
- weapon_crossbow:e =
- {
- origin = "0 0 0"
- ;desc = "Crossbow"
- }
- weapon_crowbar:e =
- {
- origin = "0 0 0"
- ;desc = "Crowbar"
- }
- weapon_frag:e =
- {
- origin = "0 0 0"
- ;desc = "Frag Grenade"
- }
- weapon_physcannon:e =
- {
- origin = "0 0 0"
- ;desc = "Physics Cannon (Gravity Gun)"
- }
- weapon_pistol:e =
- {
- origin = "0 0 0"
- ;desc = "9mm Pistol"
- }
- weapon_rpg:e =
- {
- origin = "0 0 0"
- ;desc = "RPG Missile Launcher"
- }
- weapon_shotgun:e =
- {
- origin = "0 0 0"
- ;desc = "Shotgun"
- }
- weapon_smg1:e =
- {
- origin = "0 0 0"
- ;desc = "Submachine Gun"
- }
- weapon_stunstick:e =
- {
- origin = "0 0 0"
- ;desc = "StunStick"
- }
- }
- }
- }
- Entity Forms.fctx =
- {
- t_TalkNPC:incl =
- {
- t_BaseNPC = !
- UseSentence: =
- {
- txt = "&"
- hint = "Use Sentence"
- }
- UnUseSentence: =
- {
- txt = "&"
- hint = "Un-Use Sentence"
- }
- }
- t_RappelNPC:incl =
- {
- t_BaseNPC = !
- waitingtorappel: =
- {
- txt = "&"
- hint = "Waiting to Rappel?"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#BeginRappel: =
- {
- txt = "&"
- hint = "BeginRappel"
- }
- output#OnRappelTouchdown: =
- {
- txt = "&"
- hint = "Fires when done rappeling"
- }
- }
- prop_combine_ball:form =
- {
- t_BasePropPhysics = !
- input#Explode: =
- {
- txt = "&"
- hint = "Explode"
- }
- }
- trigger_physics_trap:form =
- {
- t_Trigger = !
- t_Angles = !
- dissolvetype: =
- {
- txt = "&"
- hint = "Dissolve Type"
- typ = "C"
- items = "Energy"$0D"Heavy electrical"$0D"Light electrical"
- values = "0"$0D"1"$0D"2"
- }
- }
- trigger_weapon_dissolve:form =
- {
- t_Trigger = !
- emittername: =
- {
- txt = "&"
- hint = "Emitter Name"
- }
- output#OnDissolveWeapon: =
- {
- txt = "&"
- hint = "Fires when one weapon is starting to dissolve in the trigger v"
- "olume."
- }
- output#OnChargingPhyscannon: =
- {
- txt = "&"
- hint = "Fires when the trigger begins to charge the physcannon."
- }
- input#StopSound: =
- {
- txt = "&"
- hint = "Stops all sounds."
- }
- }
- trigger_weapon_strip:form =
- {
- t_Trigger = !
- KillWeapons: =
- {
- txt = "&"
- hint = "Kill Weapons"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
- func_combine_ball_spawner:form =
- {
- t_Targetname = !
- t_Origin = !
- t_Angles = !
- t_Global = !
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Start inactive"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Combine power supply"
- }
- ballcount: =
- {
- txt = "&"
- hint = "Ball count"
- }
- minspeed: =
- {
- txt = "&"
- hint = "Min ball speed"
- }
- maxspeed: =
- {
- txt = "&"
- hint = "Max ball speed"
- }
- ballradius: =
- {
- txt = "&"
- hint = "Ball radius"
- }
- balltype: =
- {
- txt = "&"
- hint = "Ball Type"
- typ = "C"
- items = "Combine Energy Ball 1"$0D"Combine Energy Ball 2"$0D"Combine E"
- "nergy Ball 3"
- values = "0"$0D"1"$0D"2"
- }
- ballrespawntime: =
- {
- txt = "&"
- hint = "Ball Respawn Time"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable spawning of combine balls"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable spawning of combine balls"
- }
- output#OnBallGrabbed: =
- {
- txt = "&"
- hint = "Fired when a combine ball is grabbed from the field by a mega "
- "physcannon"
- }
- output#OnBallReinserted: =
- {
- txt = "&"
- hint = "Fired when a combine ball is reinserted into the field (only g"
- "ets triggered when Combine Power supply is checked)"
- }
- output#OnBallHitTopSide: =
- {
- txt = "&"
- hint = "Fired when a combine ball in hits the top side of the field (o"
- "nly gets triggered when Combine Power supply is checked)"
- }
- output#OnBallHitBottomSide: =
- {
- txt = "&"
- hint = "Fired when a combine ball in hits the bottom side of the field"
- " (only gets triggered when Combine Power supply is checked)"
- }
- output#OnLastBallGrabbed: =
- {
- txt = "&"
- hint = "Fired when the last combine ball is grabbed from the field by "
- "a mega physcannon"
- }
- output#OnFirstBallReinserted: =
- {
- txt = "&"
- hint = "Fired when the first combine ball is reinserted into the field"
- " (only gets triggered when Combine Power supply is checked)"
- }
- }
- npc_combine_camera:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Always Become Angry On New Enemy"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Ignore Enemies (Scripted Targets Only)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Start Inactive"
- }
- innerradius: =
- {
- txt = "&"
- hint = "Inner radius"
- }
- outerradius: =
- {
- txt = "&"
- hint = "Outer radius"
- }
- minhealthdmg: =
- {
- txt = "&"
- hint = "Min req'd damage for hurting camera"
- }
- defaulttarget: =
- {
- txt = "&"
- hint = "Default target"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disables the camera. If open, the camera closes."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enables the camera. If closed, the camera opens."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle - If open, close. If closed, open."
- }
- input#SetDefaultTargetEntity: =
- {
- txt = "&"
- hint = "Sets the entity for the camera to track when it has nothing be"
- "tter to track, by name."
- }
- input#SetTargetEntity: =
- {
- txt = "&"
- hint = "Sets the entity for the camera to track now, by name."
- }
- input#SetAngry: =
- {
- txt = "&"
- hint = "Causes the camera to become angry as if it has seen something "
- "upsetting."
- }
- input#SetIdle: =
- {
- txt = "&"
- hint = "Causes the camera to calm down if it is angry."
- }
- output#OnFoundPlayer: =
- {
- txt = "&"
- hint = "Fired when the player is spotted within the inner radius"
- }
- output#OnFoundEnemy: =
- {
- txt = "&"
- hint = "Fired when a non-player enemy is spotted within the inner radi"
- "us."
- }
- }
- npc_turret_ground:form =
- {
- t_BaseNPC = !
- t_Parentname = !
- input#Enable: =
- {
- txt = "&"
- hint = "Turn turret on."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Turn turret off."
- }
- output#OnAreaClear: =
- {
- txt = "&"
- hint = "Fires when the turret can't find any more enemies (7 second de"
- "lay)"
- }
- }
- npc_turret_ceiling:form =
- {
- t_Targetname = !
- t_Angles = !
- t_Studiomodel = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Autostart"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Start Inactive"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Never Retire"
- }
- minhealthdmg: =
- {
- txt = "&"
- hint = "Min req'd damage for hurting turret"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "If closed, open."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "If open, close."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle - If open, close. If closed, open."
- }
- output#OnDeploy: =
- {
- txt = "&"
- hint = "Turret is becoming active and dangerous."
- }
- output#OnRetire: =
- {
- txt = "&"
- hint = "Turret is becoming inactive and harmless."
- }
- output#OnTipped: =
- {
- txt = "&"
- hint = "Turret has been tipped over and is inactive."
- }
- }
- npc_turret_floor:form =
- {
- t_Targetname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Autostart"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Start Inactive"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "Fast Retire"
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle - If open, close. If closed, open."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the turret."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the turret."
- }
- output#OnDeploy: =
- {
- txt = "&"
- hint = "Turret is becoming active and dangerous."
- }
- output#OnRetire: =
- {
- txt = "&"
- hint = "Turret is becoming inactive and harmless."
- }
- output#OnTipped: =
- {
- txt = "&"
- hint = "Turret has been tipped over and is inactive."
- }
- output#OnPhysGunPickup: =
- {
- txt = "&"
- hint = "Picked up with physgun"
- }
- output#OnPhysGunDrop: =
- {
- txt = "&"
- hint = "Released by physgun"
- }
- }
- t_VehicleDriverNPC:incl =
- {
- t_BaseNPC = !
- vehicle: =
- {
- txt = "&"
- hint = "Vehicle to drive"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Start Inactive"
- }
- input#StartFiring: =
- {
- txt = "&"
- hint = "Tell the driver to attack nearby enemies with the vehicle's we"
- "aponry (if any)"
- }
- input#StopFiring: =
- {
- txt = "&"
- hint = "Tell the driver to stop attacking nearby enemies with the vehi"
- "cle's weaponry."
- }
- input#GotoPathCorner: =
- {
- txt = "&"
- hint = "Tell the driver to go to a specific path corner and continue f"
- "rom there."
- }
- }
- npc_vehicledriver:form =
- {
- t_VehicleDriverNPC = !
- drivermaxspeed: =
- {
- txt = "&"
- hint = "Maxspeed (percentage of vehicle's maxspeed)."
- }
- driverminspeed: =
- {
- txt = "&"
- hint = "MinSpeed (percentage of vehicle's maxspeed)."
- }
- input#SetDriversMaxSpeed: =
- {
- txt = "&"
- hint = "Set the Maxspeed (percentage of vehicle's maxspeed)."
- }
- input#SetDriversMinSpeed: =
- {
- txt = "&"
- hint = "Set the Minspeed (percentage of vehicle's maxspeed)."
- }
- input#StartForward: =
- {
- txt = "&"
- hint = "Tell the driver to start driving."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Tell the driver to stop driving."
- }
- }
- npc_cranedriver:form =
- {
- t_VehicleDriverNPC = !
- releasepause: =
- {
- txt = "&"
- hint = "Pause time before dropping a ForceDrop specified object."
- }
- input#ForcePickup: =
- {
- txt = "&"
- hint = "Force the driver to pickup the specified entity (by targetname"
- ")"
- }
- input#ForceDrop: =
- {
- txt = "&"
- hint = "Force the driver to drop the currently held object at the spec"
- "ified entity's location."
- }
- output#OnPickedUpObject: =
- {
- txt = "&"
- hint = "Fired when the ForcePickup specified object has been picked up"
- "."
- }
- output#OnDroppedObject: =
- {
- txt = "&"
- hint = "Fired when the ForceDrop specified object has been dropped."
- }
- output#OnPausingBeforeDrop: =
- {
- txt = "&"
- hint = "Fired at the start of the pause before dropping the ForceDrop "
- "specified object."
- }
- }
- npc_apcdriver:form =
- {
- t_VehicleDriverNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "No Rocket Attacks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "No Gun Attacks"
- }
- drivermaxspeed: =
- {
- txt = "&"
- hint = "Maxspeed (percentage of vehicle's maxspeed)."
- }
- driverminspeed: =
- {
- txt = "&"
- hint = "MinSpeed (percentage of vehicle's maxspeed)."
- }
- input#SetDriversMaxSpeed: =
- {
- txt = "&"
- hint = "Set the Maxspeed (percentage of vehicle's maxspeed)."
- }
- input#SetDriversMinSpeed: =
- {
- txt = "&"
- hint = "Set the Minspeed (percentage of vehicle's maxspeed)."
- }
- input#StartForward: =
- {
- txt = "&"
- hint = "Tell the driver to start driving."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Tell the driver to stop driving."
- }
- input#DisableFiring: =
- {
- txt = "&"
- hint = "Disables firing from happening"
- }
- input#EnableFiring: =
- {
- txt = "&"
- hint = "Enables firing to start. Firing is enabled by default"
- }
- }
- npc_rollermine:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Friendly"
- }
- startburied: =
- {
- txt = "&"
- hint = "Start Buried"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- output#OnPhysGunPickup: =
- {
- txt = "&"
- hint = "Picked up with physgun"
- }
- output#OnPhysGunDrop: =
- {
- txt = "&"
- hint = "Released by physgun"
- }
- }
- npc_missiledefense:form =
- {
- t_BaseNPC = !
- }
- npc_sniper:form =
- {
- t_BaseNPC = !
- radius: =
- {
- txt = "&"
- hint = "Patience Radius"
- }
- misses: =
- {
- txt = "&"
- hint = "Initial Misses"
- }
- beambrightness: =
- {
- txt = "&"
- hint = "Beam Brightness (0 to 255)"
- }
- shielddistance: =
- {
- txt = "&"
- hint = "Bullet shield distance"
- }
- shieldradius: =
- {
- txt = "&"
- hint = "Bullet shield radius"
- }
- input#EnableSniper: =
- {
- txt = "&"
- hint = "Enable Shooting"
- }
- input#DisableSniper: =
- {
- txt = "&"
- hint = "Disable Shooting"
- }
- input#SetDecoyRadius: =
- {
- txt = "&"
- hint = "Set Decoy Radius"
- }
- input#SweepTarget: =
- {
- txt = "&"
- hint = "Sweep a Target"
- }
- input#SweepTargetHighestPriority: =
- {
- txt = "&"
- hint = "Drop everything and sweep this target!"
- }
- input#SweepGroupRandomly: =
- {
- txt = "&"
- hint = "Randomly Sweep a Group"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Hidden"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Laser Viewcone"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "No Corpse"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Start Disabled"
- }
- }
- info_snipertarget:form =
- {
- t_Targetname = !
- t_Parentname = !
- speed: =
- {
- txt = "&"
- hint = "Sweep to speed"
- }
- groupname: =
- {
- txt = "&"
- hint = "Group Name"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Shoot Me"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No Interruptions"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Snap Shot"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Resume if Interrupted"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Snap to me"
- }
- }
- prop_thumper:form =
- {
- t_Targetname = !
- t_Angles = !
- t_modelselect = !
- dustscale: =
- {
- txt = "&"
- hint = "Dust Scale"
- typ = "C"
- items = "Small Thumper"$0D"Large Thumper"
- values = "128"$0D"256"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable Thumper"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable Thumper"
- }
- }
- npc_antlion:form =
- {
- t_BaseNPC = !
- startburrowed: =
- {
- txt = "&"
- hint = "Start Burrowed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Burrow when eluded"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Use Ground Checks"
- }
- radius: =
- {
- txt = "&"
- hint = "Alert Radius"
- }
- eludedist: =
- {
- txt = "&"
- hint = "Distance until eluded"
- }
- ignorebugbait: =
- {
- txt = "&"
- hint = "Ignore Bugbait"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Unburrow: =
- {
- txt = "&"
- hint = "Unburrow from the ground"
- }
- input#Burrow: =
- {
- txt = "&"
- hint = "Burrow into the ground"
- }
- input#FightToPosition: =
- {
- txt = "&"
- hint = "Fight to position"
- }
- input#EnableJump: =
- {
- txt = "&"
- hint = "Allow non-navigational jumping"
- }
- input#DisableJump: =
- {
- txt = "&"
- hint = "Disallow non-navigational jumping"
- }
- input#IgnoreBugbait: =
- {
- txt = "&"
- hint = "Ignore bugbait"
- }
- input#HearBugbait: =
- {
- txt = "&"
- hint = "Hear bugbait"
- }
- output#OnReachedFightGoal: =
- {
- txt = "&"
- hint = "Fires when the antlion reaches his specified fight-to location"
- }
- }
- npc_antlionguard:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Create server-side ragdoll on death"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Use inside footsteps"
- }
- startburrowed: =
- {
- txt = "&"
- hint = "Start Burrowed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- allowbark: =
- {
- txt = "&"
- hint = "Allow Bark"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Unburrow: =
- {
- txt = "&"
- hint = "Unburrow from the ground"
- }
- input#SetShoveTarget: =
- {
- txt = "&"
- hint = "Sets a shove target to attack"
- }
- input#SetChargeTarget: =
- {
- txt = "&"
- hint = "Sets a charge target to attack"
- }
- input#ClearChargeTarget: =
- {
- txt = "&"
- hint = "Clear the charge target"
- }
- input#SetCoverFromAttack: =
- {
- txt = "&"
- hint = "Sets whether or not the creature will protect itself from atta"
- "cks"
- }
- input#Ragdoll: =
- {
- txt = "&"
- hint = "Causes the antlion guard to die, regardless of health"
- }
- input#EnableBark: =
- {
- txt = "&"
- hint = "Allow the antlion guard to try and summon antlions"
- }
- input#DisableBark: =
- {
- txt = "&"
- hint = "Stop the antlion guard from trying to summon antlions"
- }
- input#InvestigateHint: =
- {
- txt = "&"
- hint = "Sniff around at a hint group until told otherwise"
- }
- input#StopInvestigating: =
- {
- txt = "&"
- hint = "Stop trying to sniff out the player"
- }
- output#OnSeeHiddenPlayer: =
- {
- txt = "&"
- hint = "Fires when the current enemy is seen while trying to hide"
- }
- output#OnSmellHiddenPlayer: =
- {
- txt = "&"
- hint = "Fires when the current enemy is smelled while trying to hide"
- }
- output#OnSummon: =
- {
- txt = "&"
- hint = "Antlion guard is attempting to summon antlions"
- }
- }
- npc_crow:form =
- {
- t_BaseNPC = !
- input#FlyAway: =
- {
- txt = "&"
- hint = "Forces the crow to fly to the nearest crow flyto hint node."
- }
- }
- npc_seagull:form =
- {
- t_BaseNPC = !
- input#FlyAway: =
- {
- txt = "&"
- hint = "Forces the seagull to fly to the nearest crow flyto hint node."
- }
- }
- npc_pigeon:form =
- {
- t_BaseNPC = !
- input#FlyAway: =
- {
- txt = "&"
- hint = "Forces the pigeon to fly to the nearest crow flyto hint node."
- }
- }
- npc_ichthyosaur:form =
- {
- t_BaseNPC = !
- }
- t_BaseHeadcrab:incl =
- {
- t_BaseNPC = !
- startburrowed: =
- {
- txt = "&"
- hint = "Start burrowed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Start hidden"
- }
- }
- npc_headcrab:form =
- {
- t_BaseHeadcrab = !
- t_Parentname = !
- }
- npc_headcrab_fast:form =
- {
- t_BaseHeadcrab = !
- }
- npc_headcrab_black:form =
- {
- t_BaseHeadcrab = !
- }
- npc_stalker:form =
- {
- t_BaseNPC = !
- BeamPower: =
- {
- txt = "&"
- hint = "Beam Power"
- typ = "C"
- items = "Low"$0D"Medium"$0D"High"
- values = "0"$0D"1"$0D"2"
- }
- }
- npc_bullseye:form =
- {
- t_Parentname = !
- t_BaseNPC = !
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Not Solid"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Take No Damage"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Enemy Damage Only"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Bleed"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1048576"
- cap = "Perfect Accuracy"
- }
- output#OnTargeted: =
- {
- txt = "&"
- hint = "Fires when targeted"
- }
- output#OnReleased: =
- {
- txt = "&"
- hint = "Fires when no longer targeted"
- }
- }
- npc_enemyfinder:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Parentname = !
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Check Visibility"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "APC Visibility checks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Short memory"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Can be an enemy"
- }
- FieldOfView: =
- {
- txt = "&"
- hint = "FieldOfView"
- }
- MinSearchDist: =
- {
- txt = "&"
- hint = "Min Search Dist"
- }
- MaxSearchDist: =
- {
- txt = "&"
- hint = "Max Search Dist"
- }
- freepass_timetotrigger: =
- {
- txt = "&"
- hint = "Player pass issue time"
- }
- freepass_duration: =
- {
- txt = "&"
- hint = "Player pass duration"
- }
- freepass_movetolerance: =
- {
- txt = "&"
- hint = "Player pass move tolerance"
- }
- freepass_refillrate: =
- {
- txt = "&"
- hint = "Player pass refill rate"
- }
- freepass_peektime: =
- {
- txt = "&"
- hint = "Player pass peek time"
- }
- StartOn: =
- {
- txt = "&"
- hint = "Start On"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on: Look for enemies"
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off: Stop looking for enemies"
- }
- }
- npc_citizen:form =
- {
- t_BaseNPC = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Follow player on spawn"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Medic"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Random Head"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Ammo Resupplier"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1048576"
- cap = "Not Commandable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2097152"
- cap = "Don't use Speech Semaphore"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4194304"
- cap = "Random male head"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8388608"
- cap = "Random female head"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16777216"
- cap = "Use RenderBox in ActBusies"
- }
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "SMG1"$0D"AR2"$0D"Stun Stick"$0D"Crow Bar"$0D"Shotgun"$0D"Beer"
- " Bottle"$0D"Beer Bottle2"$0D"RPG"$0D"Nothing"
- values = "weapon_smg1"$0D"weapon_ar2"$0D"weapon_stunstick"$0D"weapon_c"
- "rowbar"$0D"weapon_shotgun"$0D"weapon_beerbottle"$0D"weapon_beerbottl"
- "e2"$0D"weapon_rpg"$0D"0"
- }
- ammosupply: =
- {
- txt = "&"
- hint = "Ammo to Resupply (if spawnflag set)"
- typ = "C"
- items = "Pistol"$0D"SMG1"$0D"SMG1 Grenade"$0D"AR2"$0D"Shotgun"$0D"RPG"$0D
- "Grenade"$0D"Crossbow Bolt"
- values = "Pistol"$0D"SMG1"$0D"SMG1_Grenade"$0D"AR2"$0D"Buckshot"$0D"RP"
- "G_Round"$0D"Grenade"$0D"XBowBolt"
- }
- ammoamount: =
- {
- txt = "&"
- hint = "Amount of ammo to give"
- }
- citizentype: =
- {
- txt = "&"
- hint = "Type"
- typ = "C"
- items = "Default"$0D"Downtrodden"$0D"Refugee"$0D"Rebel"$0D"Unique"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- expressiontype: =
- {
- txt = "&"
- hint = "Expression Type"
- typ = "C"
- items = "Random"$0D"Scared"$0D"Normal"$0D"Angry"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "C"
- items = "Male 1"$0D"Male 2"$0D"Male 3"$0D"Male 4"$0D"Male 5"$0D"Male 6"
- $0D"Female 1"$0D"Female 2"$0D"Female 3"$0D"Female 4"$0D"Female 5"$0D"F"
- "emale 6"$0D"Cheaple Male 1"$0D"Odessa. DO NOT USE."
- values = "models/humans/group01/male_01.mdl"$0D"models/humans/group01/"
- "male_02.mdl"$0D"models/humans/group01/male_03.mdl"$0D"models/humans/"
- "group01/male_07.mdl"$0D"models/humans/group01/male_08.mdl"$0D"models"
- "/humans/group01/male_09.mdl"$0D"models/humans/group01/female_01.mdl"$0D
- "models/humans/group01/female_02.mdl"$0D"models/humans/group01/female"
- "_03.mdl"$0D"models/humans/group01/female_04.mdl"$0D"models/humans/gr"
- "oup01/female_06.mdl"$0D"models/humans/group01/female_07.mdl"$0D"mode"
- "ls/humans/male_cheaple.mdl"$0D"models/odessa.mdl"
- }
- ExpressionOverride: =
- {
- txt = "&"
- hint = "Facial expression override"
- }
- notifynavfailblocked: =
- {
- txt = "&"
- hint = "Fire output when Nav is blocked?"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#SetExpressionOverride: =
- {
- txt = "&"
- hint = "Set facial expression override"
- }
- input#StartPatrolling: =
- {
- txt = "&"
- hint = "Patrol whenever I'm idle or alert."
- }
- input#StopPatrolling: =
- {
- txt = "&"
- hint = "Stop patrolling when I'm idle or alert."
- }
- input#SetCommandable: =
- {
- txt = "&"
- hint = "Make a previously uncommandable citizen commandable"
- }
- input#SetMedicOn: =
- {
- txt = "&"
- hint = "Set the medic flag on. Will not change the model or skin of th"
- "e citizen."
- }
- input#SetMedicOff: =
- {
- txt = "&"
- hint = "Set the medic flag off. Will not change the model or skin of t"
- "he citizen."
- }
- input#SetAmmoResupplierOn: =
- {
- txt = "&"
- hint = "Set the ammo-resupplier flag on. Will not change the model or "
- "skin of the citizen."
- }
- input#SetAmmoResupplierOff: =
- {
- txt = "&"
- hint = "Set the ammo-resupplier flag off. Will not change the model or"
- " skin of the citizen."
- }
- input#SetReadinessLow: =
- {
- txt = "&"
- hint = "Set readiness to calmest state (Bored)"
- }
- input#SetReadinessMedium: =
- {
- txt = "&"
- hint = "Set readiness to moderate (Alert)"
- }
- input#SetReadinessHigh: =
- {
- txt = "&"
- hint = "Set readiness to highest. (Combat imminent)"
- }
- input#LockReadiness: =
- {
- txt = "&"
- hint = "Lock readiness at current setting for x seconds -1 = forever, "
- "0 = unlock now"
- }
- output#OnJoinedPlayerSquad: =
- {
- txt = "&"
- hint = "Fires when joins player squad"
- }
- output#OnLeftPlayerSquad: =
- {
- txt = "&"
- hint = "Fires when leaves player squad"
- }
- output#OnFollowOrder: =
- {
- txt = "&"
- hint = "Fires when ordered to follow player"
- }
- output#OnStationOrder: =
- {
- txt = "&"
- hint = "Fires when ordered to a location by player"
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fires when a player +USEs the citizen"
- }
- output#OnNavFailBlocked: =
- {
- txt = "&"
- hint = "Fires when this Citizen's movement fails because he/she is blo"
- "cked."
- }
- }
- npc_barney:form =
- {
- t_BaseNPC = !
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "Pistol"$0D"SMG1"$0D"Stun Stick"$0D"Shotgun"$0D"AR2"$0D"Nothin"
- "g"
- values = "weapon_pistol"$0D"weapon_smg1"$0D"weapon_stunstick"$0D"weapo"
- "n_shotgun"$0D"weapon_ar2"$0D"0"
- }
- input#SetReadinessLow: =
- {
- txt = "&"
- hint = "Set readiness to calmest state (Bored)"
- }
- input#SetReadinessMedium: =
- {
- txt = "&"
- hint = "Set readiness to moderate (Alert)"
- }
- input#SetReadinessHigh: =
- {
- txt = "&"
- hint = "Set readiness to highest. (Combat imminent)"
- }
- input#LockReadiness: =
- {
- txt = "&"
- hint = "Lock readiness at current setting for x seconds -1 = forever, "
- "0 = unlock now"
- }
- ExpressionOverride: =
- {
- txt = "&"
- hint = "Facial expression override"
- }
- input#SetExpressionOverride: =
- {
- txt = "&"
- hint = "Set facial expression override"
- }
- }
- t_BaseCombine:incl =
- {
- t_BaseNPC = !
- t_RappelNPC = !
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "AR2"$0D"Shotgun"$0D"SMG1"$0D"Stun Stick"$0D"Nothing"
- values = "weapon_ar2"$0D"weapon_shotgun"$0D"weapon_smg1"$0D"weapon_stu"
- "nstick"$0D"0"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Start LookOff"
- }
- NumGrenades: =
- {
- txt = "&"
- hint = "Number of Grenades"
- typ = "C"
- items = "None"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"Unlimited"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"999999"
- }
- input#LookOn: =
- {
- txt = "&"
- hint = "Look normally"
- }
- input#LookOff: =
- {
- txt = "&"
- hint = "Don't look for myself, use other squad member's eyes"
- }
- input#StartPatrolling: =
- {
- txt = "&"
- hint = "Patrol whenever I'm idle or alert."
- }
- input#StopPatrolling: =
- {
- txt = "&"
- hint = "Stop patrolling when I'm idle or alert."
- }
- input#ThrowGrenadeAtTarget: =
- {
- txt = "&"
- hint = "Throw a grenade at the specified target."
- }
- }
- npc_combine_s:form =
- {
- t_BaseCombine = !
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "C"
- items = "Regular Soldier"$0D"Nova Prospekt Soldier"$0D"Elite Soldier"
- values = "models/combine_soldier.mdl"$0D"models/combine_soldier_prison"
- "guard.mdl"$0D"models/combine_super_soldier.mdl"
- }
- }
- npc_launcher:form =
- {
- t_Parentname = !
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Check LOS"
- }
- StartOn: =
- {
- txt = "&"
- hint = "Start On"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- MissileModel: =
- {
- txt = "&"
- hint = "Missile Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- LaunchSound: =
- {
- txt = "&"
- hint = "Launch Sound"
- }
- FlySound: =
- {
- txt = "&"
- hint = "Fly Sound"
- }
- SmokeTrail: =
- {
- txt = "&"
- hint = "Smoke Trail"
- typ = "C"
- items = "Off"$0D"On"$0D"On Homing"
- values = "0"$0D"1"$0D"2"
- }
- LaunchSmoke: =
- {
- txt = "&"
- hint = "Launch Smoke"
- typ = "C"
- items = "Off"$0D"On"
- values = "0"$0D"1"
- }
- LaunchDelay: =
- {
- txt = "&"
- hint = "Launch Delay"
- }
- LaunchSpeed: =
- {
- txt = "&"
- hint = "Launch Speed"
- }
- PathCornerName: =
- {
- txt = "&"
- hint = "Path Corner Name"
- }
- HomingSpeed: =
- {
- txt = "&"
- hint = "Homing Speed"
- }
- HomingStrength: =
- {
- txt = "&"
- hint = "Homing Strength"
- }
- HomingDelay: =
- {
- txt = "&"
- hint = "Homing Delay"
- }
- HomingRampUp: =
- {
- txt = "&"
- hint = "Homing Ramp Up"
- }
- HomingDuration: =
- {
- txt = "&"
- hint = "Homing Duration"
- }
- HomingRampDown: =
- {
- txt = "&"
- hint = "Homing Ramp Down"
- }
- Gravity: =
- {
- txt = "&"
- hint = "Gravity"
- }
- MinRange: =
- {
- txt = "&"
- hint = "Min Range"
- }
- MaxRange: =
- {
- txt = "&"
- hint = "Max Range"
- }
- SpinMagnitude: =
- {
- txt = "&"
- hint = "Spin Magnitude"
- }
- SpinSpeed: =
- {
- txt = "&"
- hint = "Spin Speed"
- }
- Damage: =
- {
- txt = "&"
- hint = "Damage"
- }
- DamageRadius: =
- {
- txt = "&"
- hint = "DamageRadius"
- }
- output#OnLaunch: =
- {
- txt = "&"
- hint = "Fires when missile is launched"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on Launcher"
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off Launcher"
- }
- input#LOSCheckOn: =
- {
- txt = "&"
- hint = "Start checking line of sight before firing"
- }
- input#LOSCheckOff: =
- {
- txt = "&"
- hint = "Stop checking line of sight before firing"
- }
- input#SetEnemyEntity: =
- {
- txt = "&"
- hint = "Set entity I should attack. Ignores visibility. (output from o"
- "ther entity only)"
- }
- input#ClearEnemyEntity: =
- {
- txt = "&"
- hint = "Clear set enemy enemy"
- }
- input#FireOnce: =
- {
- txt = "&"
- hint = "Fire Once (if have enemy)"
- }
- }
- env_gunfire:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Targetname = !
- t_EnableDisable = !
- target: =
- {
- txt = "&"
- hint = "Target"
- }
- minburstsize: =
- {
- txt = "&"
- hint = "Min Burst Size"
- }
- maxburstsize: =
- {
- txt = "&"
- hint = "Max Burst Size"
- }
- minburstdelay: =
- {
- txt = "&"
- hint = "Min Delay Between Bursts"
- }
- maxburstdelay: =
- {
- txt = "&"
- hint = "Max Delay Between Bursts"
- }
- rateoffire: =
- {
- txt = "&"
- hint = "Rate of fire"
- }
- spread: =
- {
- txt = "&"
- hint = "Bullet spread"
- typ = "C"
- items = "1 Degree"$0D"5 Degrees"$0D"10 Degrees"$0D"15 Degrees"
- values = "1"$0D"5"$0D"10"$0D"15"
- }
- bias: =
- {
- txt = "&"
- hint = "Bullet distribution should be..."
- typ = "C"
- items = "Evenly distributed"$0D"Biased towards the outside"
- values = "1"$0D"-1"
- }
- collisions: =
- {
- txt = "&"
- hint = "Collision detection"
- typ = "C"
- items = "None. Cheap for performance."$0D"Normal collision detection."
- values = "0"$0D"1"
- }
- shootsound: =
- {
- txt = "&"
- hint = "Shoot Sound"
- typ = "C"
- items = "AR2"$0D"SMG1"
- values = "Weapon_AR2.NPC_Single"$0D"Weapon_SMG1.NPC_Single"
- }
- tracertype: =
- {
- txt = "&"
- hint = "Tracer"
- typ = "C"
- items = "Default"$0D"AR2"
- values = $0D"AR2TRACER"
- }
- }
- env_headcrabcanister:form =
- {
- t_Parentname = !
- t_Angles = !
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No Impact Sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No Launch Sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Start Impacted"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Land at initial position"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "Wait for input to open"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Wait for input to spawn headcrabs"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "No smoke"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "No shake"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Remove on impact"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "No impact effects"
- }
- HeadcrabType: =
- {
- txt = "&"
- hint = "Which headcrab to spawn?"
- typ = "C"
- items = "Normal headcrabs"$0D"Fast Headcrabs"$0D"Poison Headcrabs"
- values = "0"$0D"1"$0D"2"
- }
- HeadcrabCount: =
- {
- txt = "&"
- hint = "Headcrab count"
- }
- FlightSpeed: =
- {
- txt = "&"
- hint = "Flight Speed"
- }
- FlightTime: =
- {
- txt = "&"
- hint = "Flight Time"
- }
- StartingHeight: =
- {
- txt = "&"
- hint = "Starting Height"
- }
- MinSkyboxRefireTime: =
- {
- txt = "&"
- hint = "Min Refire Time"
- }
- MaxSkyboxRefireTime: =
- {
- txt = "&"
- hint = "Max Refire Time"
- }
- SkyboxCannisterCount: =
- {
- txt = "&"
- hint = "Cannister count"
- }
- Damage: =
- {
- txt = "&"
- hint = "Impact damage"
- }
- DamageRadius: =
- {
- txt = "&"
- hint = "Impact damage radius"
- }
- SmokeLifetime: =
- {
- txt = "&"
- hint = "Smoke Duration"
- }
- input#FireCanister: =
- {
- txt = "&"
- hint = "Fire the canister"
- }
- input#OpenCanister: =
- {
- txt = "&"
- hint = "Opens the canister (must be called after the OnImpacted output"
- " is fired)"
- }
- input#SpawnHeadcrabs: =
- {
- txt = "&"
- hint = "Spawns headcrabs (must be called after the OnImpacted output i"
- "s fired and after OpenCanister is triggered, if the Wait for Input t"
- "o open spawnflag is checked.)"
- }
- input#StopSmoke: =
- {
- txt = "&"
- hint = "Stops the smoke if it's on"
- }
- output#OnLaunched: =
- {
- txt = "&"
- hint = "Fired when the canister is launched"
- }
- output#OnImpacted: =
- {
- txt = "&"
- hint = "Fires when canister hits the ground"
- }
- output#OnOpened: =
- {
- txt = "&"
- hint = "Fires when canister has finished opening"
- }
- }
- npc_vortigaunt:form =
- {
- t_BaseNPC = !
- t_modelselect = !
- ArmorRechargeEnabled: =
- {
- txt = "&"
- hint = "Allow Armor Recharging"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#EnableArmorRecharge: =
- {
- txt = "&"
- hint = "Allow armor recharging on players"
- }
- input#DisableArmorRecharge: =
- {
- txt = "&"
- hint = "Do not allow armor recharging on players"
- }
- input#ExtractBugbait: =
- {
- txt = "&"
- hint = "Causes the vortigaunt to extract bugbait from the named target"
- " passed in."
- }
- input#ChargeTarget: =
- {
- txt = "&"
- hint = "Force the vortigaunt to charge the named target."
- }
- output#OnFinishedExtractingBugbait: =
- {
- txt = "&"
- hint = "Fires when the vortigaunt's finished extracting bugbait from a"
- " target."
- }
- output#OnFinishedExtractingTauCannon: =
- {
- txt = "&"
- hint = "Fires when the vortigaunt's finished extracting the tau cannon"
- " from the jeep."
- }
- output#OnFinishedChargingTarget: =
- {
- txt = "&"
- hint = "Fires when the vortigaunt has finished charging a target."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fires when a player +USEs the vortigaunt."
- }
- }
- npc_spotlight:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Start Track On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Start Light On"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "No Dynamic Light"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Never Move"
- }
- health: =
- {
- txt = "&"
- hint = "Health"
- }
- YawRange: =
- {
- txt = "&"
- hint = "YawRange"
- }
- PitchMin: =
- {
- txt = "&"
- hint = "PitchMin"
- }
- PitchMax: =
- {
- txt = "&"
- hint = "PitchMax"
- }
- IdleSpeed: =
- {
- txt = "&"
- hint = "IdleSpeed"
- }
- AlertSpeed: =
- {
- txt = "&"
- hint = "AlertSpeed"
- }
- spotlightlength: =
- {
- txt = "&"
- hint = "SpotlightLength"
- }
- spotlightwidth: =
- {
- txt = "&"
- hint = "SpotlightWidth"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Color (R G B)"
- }
- input#LightOn: =
- {
- txt = "&"
- hint = "LightOn"
- }
- input#LightOff: =
- {
- txt = "&"
- hint = "LightOff"
- }
- input#TrackOn: =
- {
- txt = "&"
- hint = "TrackOn"
- }
- input#TrackOff: =
- {
- txt = "&"
- hint = "TrackOff"
- }
- output#OnAlert: =
- {
- txt = "&"
- hint = "Fires when the spotlight alerted by sound"
- }
- output#DetectedEnemy: =
- {
- txt = "&"
- hint = "Outputs enemy entity when spotlight finds and starts tracking "
- "enemy"
- }
- output#LostEnemy: =
- {
- txt = "&"
- hint = "Outputs enemy entity when spotlight loses enemy that it's trac"
- "king, if enemy still exists"
- }
- output#SquadDetectedEnemy: =
- {
- txt = "&"
- hint = "Outputs enemy entity when squad finds and starts tracking enem"
- "y"
- }
- output#SquadLostEnemy: =
- {
- txt = "&"
- hint = "Outputs enemy entity when squad loses enemy that it's tracking"
- ", if entity still exists"
- }
- output#LightPosition: =
- {
- txt = "&"
- hint = "Position of the end of the spotlight beam"
- }
- }
- npc_strider:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Can Stomp Player"
- }
- input#SetMinigunTime: =
- {
- txt = "&"
- hint = "Time to shoot at any set minigun target"
- }
- input#SetMinigunTarget: =
- {
- txt = "&"
- hint = "Strider will shoot minigun at this"
- }
- input#SetCannonTarget: =
- {
- txt = "&"
- hint = "Strider will shoot cannon at this"
- }
- input#FlickRagdoll: =
- {
- txt = "&"
- hint = "Strider will flick anyone he's skewered"
- }
- 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#Crouch: =
- {
- txt = "&"
- hint = "Crouch down"
- }
- input#Stand: =
- {
- txt = "&"
- hint = "Stand up from crouch"
- }
- input#DisableCrouchWalk: =
- {
- txt = "&"
- }
- input#DisableCrouchWalk: =
- {
- txt = "&"
- }
- EnableCrouchWalk: =
- {
- txt = "&"
- }
- EnableCrouchWalk: =
- {
- txt = "&"
- }
- SetTargetPath: =
- {
- txt = "&"
- hint = "Set a path for the strider to patrol. The strider will first m"
- "ove to the closest point on the path"
- }
- input#ClearTargetPath: =
- {
- txt = "&"
- hint = "Clear the strider patrol path"
- }
- disablephysics: =
- {
- txt = "&"
- hint = "Disable physics (reduce CPU)"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- }
- npc_barnacle:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Cheap death"
- }
- RestDist: =
- {
- txt = "&"
- hint = "Rest Distance"
- }
- }
- npc_combinegunship:form =
- {
- t_BaseHelicopter = !
- input#OmniscientOn: =
- {
- txt = "&"
- hint = "Gunship knows target's location even when target is out of sig"
- "ht or behind cover"
- }
- input#OmniscientOff: =
- {
- txt = "&"
- hint = "Gunship relies on normal sight functions to locate target"
- }
- input#BlindfireOn: =
- {
- txt = "&"
- hint = "Gunship will fire at an unseen target, attempting to punch thr"
- "ough to them"
- }
- input#BlindfireOff: =
- {
- txt = "&"
- hint = "Gunship only fires at viusible target"
- }
- input#SetPenetrationDepth: =
- {
- txt = "&"
- hint = "Set penetration depth of bullets"
- }
- input#SetDockingBBox: =
- {
- txt = "&"
- hint = "Shrink Bounding Box"
- }
- input#SetNormalBBox: =
- {
- txt = "&"
- hint = "Set Bounding Box to normal size"
- }
- input#EnableGroundAttack: =
- {
- txt = "&"
- hint = "Allow the gunship to use its ground attack"
- }
- input#DisableGroundAttack: =
- {
- txt = "&"
- hint = "Don't allow the gunship to use its ground attack"
- }
- input#DoGroundAttack: =
- {
- txt = "&"
- hint = "Causes the gunship to execute its ground attack"
- }
- input#BecomeInvulnerable: =
- {
- txt = "&"
- hint = "Stops the gunship from taking damage, but still makes sounds e"
- "ffects"
- }
- input#BecomeVulnerable: =
- {
- txt = "&"
- hint = "Makes the gunship act normally to damage"
- }
- input#EnableRotorSound: =
- {
- txt = "&"
- hint = "Turns on rotor sounds"
- }
- input#DisableRotorSound: =
- {
- txt = "&"
- hint = "Turns off rotor sounds"
- }
- output#OnFireCannon: =
- {
- txt = "&"
- hint = "Fires when the gunship fires a cannon round"
- }
- output#OnFirstDamage: =
- {
- txt = "&"
- hint = "Fired when the first damage is done to the gunship."
- }
- output#OnSecondDamage: =
- {
- txt = "&"
- hint = "Fired when the second damage is done to the gunship."
- }
- output#OnThirdDamage: =
- {
- txt = "&"
- hint = "Fired when the third damage is done to the gunship."
- }
- output#OnFourthDamage: =
- {
- txt = "&"
- hint = "Fired when the fourth damage is done to the gunship."
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "No ground attack"
- }
- }
- info_target_gunshipcrash:form =
- {
- t_Targetname = !
- t_Parentname = !
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the crash target."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the crash target."
- }
- }
- npc_combinedropship:form =
- {
- t_BaseHelicopter = !
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Wait for input before dropoff"
- }
- LandTarget: =
- {
- txt = "&"
- hint = "Land target name"
- }
- GunRange: =
- {
- txt = "&"
- hint = "Crate Gun Range"
- }
- NPCTemplate: =
- {
- txt = "&"
- hint = "Name of Template NPC 1"
- }
- NPCTemplate2: =
- {
- txt = "&"
- hint = "Name of Template NPC 2"
- }
- NPCTemplate3: =
- {
- txt = "&"
- hint = "Name of Template NPC 3"
- }
- NPCTemplate4: =
- {
- txt = "&"
- hint = "Name of Template NPC 4"
- }
- NPCTemplate5: =
- {
- txt = "&"
- hint = "Name of Template NPC 5"
- }
- NPCTemplate6: =
- {
- txt = "&"
- hint = "Name of Template NPC 6"
- }
- Dustoff1: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 1"
- }
- Dustoff2: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 2"
- }
- Dustoff3: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 3"
- }
- Dustoff4: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 4"
- }
- Dustoff5: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 5"
- }
- Dustoff6: =
- {
- txt = "&"
- hint = "Name of dustoff point for NPC 6"
- }
- APCVehicleName: =
- {
- txt = "&"
- hint = "Name of the APC to drop"
- }
- Invulnerable: =
- {
- txt = "&"
- hint = "Invulnerable"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- CrateType: =
- {
- txt = "&"
- hint = "Crate Type"
- typ = "C"
- items = "Jeep (No crate)"$0D"APC (No crate)"$0D"Strider (No crate)"$0D
- "Roller Hopper"$0D"Soldier Crate"$0D"None"
- values = "-3"$0D"-2"$0D"-1"$0D"0"$0D"1"$0D"2"
- }
- input#LandLeaveCrate: =
- {
- txt = "&"
- hint = "Land, drop soldiers, and leave the crate behind. Specify the n"
- "umber of troops to drop off in the parameter."
- }
- input#LandTakeCrate: =
- {
- txt = "&"
- hint = "Land, drop soldiers, but don't leave the crate behind. Specify"
- " the number of troops to drop off in the parameter."
- }
- input#DropMines: =
- {
- txt = "&"
- hint = "Drop Rollermines. Specify the number of mines to drop in the p"
- "arameter."
- }
- input#DropStrider: =
- {
- txt = "&"
- hint = "Drop the Strider you're carrying. Now."
- }
- input#DropAPC: =
- {
- txt = "&"
- hint = "Drop the APC you're carrying. Now."
- }
- input#Pickup: =
- {
- txt = "&"
- hint = "Pickup an entity."
- }
- input#SetLandTarget: =
- {
- txt = "&"
- hint = "Set my land target name."
- }
- input#SetGunRange: =
- {
- txt = "&"
- hint = "Set my crate gun's range."
- }
- input#EnableRotorSound: =
- {
- txt = "&"
- hint = "Turns on rotor sounds"
- }
- input#DisableRotorSound: =
- {
- txt = "&"
- hint = "Turns off rotor sounds"
- }
- input#StopWaitingForDropoff: =
- {
- txt = "&"
- hint = "Stop waiting for the dropoff. Dropoff as soon as possible."
- }
- output#OnFinishedDropoff: =
- {
- txt = "&"
- hint = "Fires when the dropship has finished a dropoff."
- }
- output#OnFinishedPickup: =
- {
- txt = "&"
- hint = "Fires when the dropship has finished a pickup."
- }
- output#OnCrateShotDownBeforeDropoff: =
- {
- txt = "&"
- hint = "Fires when the container was shot down before it dropped off s"
- "oldiers. The parameter contains the number of soldiers that weren't "
- "successfully dropped off."
- }
- output#OnCrateShotDownAfterDropoff: =
- {
- txt = "&"
- hint = "Fires when the container was shot down after it dropped off so"
- "ldiers."
- }
- }
- npc_helicopter:form =
- {
- t_BaseHelicopter = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Loud rotor wash sound"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Electrical drone"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Helicopter lights"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Ignore avoid spheres+boxes"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1048576"
- cap = "More aggressive attacks"
- }
- InitialSpeed: =
- {
- txt = "&"
- hint = "Initial Speed"
- }
- GracePeriod: =
- {
- txt = "&"
- hint = "Grace Period"
- }
- PatrolSpeed: =
- {
- txt = "&"
- hint = "Patrol Speed"
- }
- input#GunOn: =
- {
- txt = "&"
- hint = "GunOn"
- }
- input#GunOff: =
- {
- txt = "&"
- hint = "GunOff"
- }
- input#MissileOn: =
- {
- txt = "&"
- hint = "MissileOn"
- }
- input#MissileOff: =
- {
- txt = "&"
- hint = "MissileOff"
- }
- input#EnableRotorWash: =
- {
- txt = "&"
- hint = "Turns on rotor wash effects"
- }
- input#DisableRotorWash: =
- {
- txt = "&"
- hint = "Turns off rotor wash effects"
- }
- input#EnableRotorSound: =
- {
- txt = "&"
- hint = "Turns on rotor sounds"
- }
- input#DisableRotorSound: =
- {
- txt = "&"
- hint = "Turns off rotor sounds"
- }
- input#StartBombingVehicle: =
- {
- txt = "&"
- hint = "Starts the chopper leading enemy vehicles and dropping bombs o"
- "n them."
- }
- input#StartTrailingVehicle: =
- {
- txt = "&"
- hint = "Starts the chopper trailing enemy vehicles and shooting at the"
- "m."
- }
- input#StartDefaultBehavior: =
- {
- txt = "&"
- hint = "Starts the chopper in the mode where he always stops at nav po"
- "ints instead of stopping anywhere in between nav points."
- }
- input#StartAlwaysLeadingVehicle: =
- {
- txt = "&"
- hint = "Starts the chopper *always* leading enemy vehicles (regardless"
- " of how they are moving w/respect to the path) and dropping bombs on"
- " them. This mode is different from StartBombingVehicle in that it ne"
- "ver uses the machine gun."
- }
- input#StartSprinkleBehavior: =
- {
- txt = "&"
- hint = "Starts the chopper dropping bombs randomly + shooting at the p"
- "layer."
- }
- input#StartBullrushBehavior: =
- {
- txt = "&"
- hint = "Starts the chopper bullrushing the player."
- }
- input#SetHealthFraction: =
- {
- txt = "&"
- hint = "Sets the chopper health as a percentage of max health"
- }
- input#EnableDeadlyShooting: =
- {
- txt = "&"
- hint = "Starts the chopper being deadly to on-foot players"
- }
- input#DisableDeadlyShooting: =
- {
- txt = "&"
- hint = "Stops the chopper being deadly to on-foot players"
- }
- input#StartNormalShooting: =
- {
- txt = "&"
- hint = "The chopper will fire in short bursts. Good for on-foot experi"
- "ences"
- }
- input#StartLongCycleShooting: =
- {
- txt = "&"
- hint = "The chopper fires in long bursts"
- }
- input#StartContinuousShooting: =
- {
- txt = "&"
- hint = "The chopper fires continuously."
- }
- input#ResetIdleTime: =
- {
- txt = "&"
- hint = "Allows the helicopter to fire immediately if he's not in the m"
- "iddle of charging or firing"
- }
- input#SetAngles: =
- {
- txt = "&"
- hint = "Instantly snaps the orientation of the helicopter (Pitch Yaw R"
- "oll)"
- }
- input#DropBomb: =
- {
- txt = "&"
- hint = "Immediately drops a bomb based on normal bomb dropping rules"
- }
- input#DropBombStraightDown: =
- {
- txt = "&"
- hint = "Immediately drops a bomb directly downwards"
- }
- input#DropBombAtTarget: =
- {
- txt = "&"
- hint = "Immediately drops a bomb directly at the target destination, b"
- "ut only if the player isn't right there"
- }
- input#DropBombAtTargetAlways: =
- {
- txt = "&"
- hint = "Immediately drops a bomb directly at the target destination, n"
- "o matter whether it's fair or not."
- }
- input#DropBombDelay: =
- {
- txt = "&"
- hint = "Add a delay before the next bomb is dropped"
- }
- input#BecomeIndestructible: =
- {
- txt = "&"
- hint = "Makes the helicopter take no more damage"
- }
- input#DisablePathVisibilityTests: =
- {
- txt = "&"
- hint = "When the helicopter moves, he will not check for visibility fr"
- "om the path_track to the enemy to cull out path_tracks"
- }
- input#EnablePathVisibilityTests: =
- {
- txt = "&"
- hint = "When the helicopter moves, he will only move to path_tracks th"
- "at have line-of-sight to the enemy"
- }
- output#OnHealthChanged: =
- {
- txt = "&"
- hint = "Fires when the helicopter health changes. The integer is the p"
- "ercentage of health the chopper has from 0-100."
- }
- }
- npc_heli_avoidsphere:form =
- {
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Avoid the sphere above and below"
- }
- radius: =
- {
- txt = "&"
- hint = "Radius"
- }
- }
- npc_heli_avoidbox:form =
- {
- t_Origin = !
- t_Angles = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Avoid the box above and below"
- }
- }
- npc_heli_nobomb:form =
- {
- t_Origin = !
- t_Angles = !
- t_Parentname = !
- }
- npc_fastzombie:form =
- {
- t_BaseNPC = !
- }
- npc_zombie:form =
- {
- t_BaseNPC = !
- }
- npc_zombie_torso:form =
- {
- t_BaseNPC = !
- }
- npc_poisonzombie:form =
- {
- t_BaseNPC = !
- crabcount: =
- {
- txt = "&"
- hint = "Crabs in nest"
- typ = "C"
- items = "1 Crab"$0D"2 Crabs"$0D"3 Crabs"
- values = "1"$0D"2"$0D"3"
- }
- }
- npc_cscanner:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "No Dynamic Light"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Strider Scout Scanner"
- }
- spotlightlength: =
- {
- txt = "&"
- hint = "SpotlightLength"
- }
- spotlightwidth: =
- {
- txt = "&"
- hint = "SpotlightWidth"
- }
- spotlightdisabled: =
- {
- txt = "&"
- hint = "SpotlightDisabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- ShouldInspect: =
- {
- txt = "&"
- hint = "Should inspect"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- OnlyInspectPlayers: =
- {
- txt = "&"
- hint = "Only Inspect Players"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- NeverInspectPlayers: =
- {
- txt = "&"
- hint = "Never Inspect Players"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#DisableSpotlight: =
- {
- txt = "&"
- hint = "DisableSpotlight"
- }
- input#InspectTargetPhoto: =
- {
- txt = "&"
- hint = "Tells the scanner to photograph the given entity, named by cla"
- "ssname or by target name. !activator or !player works here also."
- }
- input#InspectTargetSpotlight: =
- {
- txt = "&"
- hint = "Tells the scanner to spotlight the given entity, named by clas"
- "sname or by target name. !activator or !player works here also."
- }
- input#InputSetFlightSpeed: =
- {
- txt = "&"
- hint = "Sets the flight speed of the scanner"
- }
- input#InputShouldInspect: =
- {
- txt = "&"
- hint = "Set whether should inspect or not"
- }
- input#SetFollowTarget: =
- {
- txt = "&"
- hint = "Set target to follow until told otherwise"
- }
- input#ClearFollowTarget: =
- {
- txt = "&"
- hint = "Stop following our target"
- }
- input#SetDistanceOverride: =
- {
- txt = "&"
- hint = "Override the distance the scanner will attempt to keep between"
- " inspection targets and itself"
- }
- input#DeployMine: =
- {
- txt = "&"
- hint = "Drop landmine (if carrying one)"
- }
- input#EquipMine: =
- {
- txt = "&"
- hint = "Equip with landmine"
- }
- output#OnPhotographPlayer: =
- {
- txt = "&"
- hint = "Fired any time the scanner takes a picture of the player."
- }
- output#OnPhotographNPC: =
- {
- txt = "&"
- hint = "Fired any time the scanner takes a picture of an NPC."
- }
- }
- npc_manhack:form =
- {
- t_BaseNPC = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Start packed up (folded and engine off)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Don't use any damage effects"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Use Air Nodes"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1048576"
- cap = "No Danger Sounds"
- }
- input#DisableSwarm: =
- {
- txt = "&"
- hint = "Disable the manhack swarm behavior."
- }
- input#Unpack: =
- {
- txt = "&"
- hint = "Causes the manhack to stop being packed up."
- }
- }
- npc_mortarsynth:form =
- {
- t_BaseNPC = !
- }
- npc_metropolice:form =
- {
- t_BaseNPC = !
- t_RappelNPC = !
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "Pistol"$0D"SMG1"$0D"Stun Stick"$0D"Shotgun"$0D"Nothing"
- values = "weapon_pistol"$0D"weapon_smg1"$0D"weapon_stunstick"$0D"weapo"
- "n_shotgun"$0D"0"
- }
- manhacks: =
- {
- txt = "&"
- hint = "Number of Manhacks"
- typ = "C"
- items = "None"$0D"1"$0D"2"
- values = "0"$0D"1"$0D"2"
- }
- weapondrawn: =
- {
- txt = "&"
- hint = "Pistol starts drawn"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X131072"
- cap = "Simple cops"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X262144"
- cap = "Rappel (UNCHECK THIS IF IT IS CHECKED!)"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X524288"
- cap = "Always stitch"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1048576"
- cap = "No chatter"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2097152"
- cap = "Arrest enemies"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4194304"
- cap = "No far stitching"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8388608"
- cap = "Prevent manhack toss"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16777216"
- cap = "Allowed to respond to thrown objects"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X33554432"
- cap = "Mid-range attacks (halfway between normal + long-range)"
- }
- input#EnableManhackToss: =
- {
- txt = "&"
- hint = "Enables manhack toss (which had been disabled by the spawnflag"
- ")"
- }
- input#SetPoliceGoal: =
- {
- txt = "&"
- hint = "Causes the NPC to police the area defined by an ai_goal_police"
- }
- input#ActivateBaton: =
- {
- txt = "&"
- hint = "Set the baton to active"
- }
- output#OnStunnedPlayer: =
- {
- txt = "&"
- hint = "Fires when the player is hit by a stunstick by this NPC."
- }
- }
- npc_crabsynth:form =
- {
- t_BaseNPC = !
- }
- npc_monk:form =
- {
- t_TalkNPC = !
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "Annabelle"$0D"SMG1"$0D"AR2"$0D"Stun Stick"$0D"Crow Bar"$0D"Sh"
- "otgun"$0D"Beer Bottle"$0D"Beer Bottle2"$0D"RPG"$0D"Nothing"
- values = "weapon_annabelle"$0D"weapon_smg1"$0D"weapon_ar2"$0D"weapon_s"
- "tunstick"$0D"weapon_crowbar"$0D"weapon_shotgun"$0D"weapon_beerbottle"
- $0D"weapon_beerbottle2"$0D"weapon_rpg"$0D"0"
- }
- HasGun: =
- {
- txt = "&"
- hint = "Has Gun"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#PerfectAccuracyOn: =
- {
- txt = "&"
- hint = "Make every shot at a zombie a headshot"
- }
- input#PerfectAccuracyOff: =
- {
- txt = "&"
- hint = "Return to normal accuracy"
- }
- }
- npc_alyx:form =
- {
- t_TalkNPC = !
- t_Parentname = !
- t_modelselect = !
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "Alyx Gun"$0D"Nothing"
- values = "weapon_alyxgun"$0D"0"
- }
- }
- npc_kleiner:form =
- {
- t_TalkNPC = !
- t_modelselect = !
- }
- npc_eli:form =
- {
- t_TalkNPC = !
- t_Parentname = !
- t_modelselect = !
- }
- npc_breen:form =
- {
- t_TalkNPC = !
- t_modelselect = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Ignore speech semaphore"
- }
- }
- npc_mossman:form =
- {
- t_TalkNPC = !
- t_modelselect = !
- }
- npc_gman:form =
- {
- t_TalkNPC = !
- t_modelselect = !
-
- }
- npc_dog:form =
- {
- t_BaseNPC = !
- input#SetPickupTarget: =
- {
- txt = "&"
- hint = "Sets the target entity for dog to pickup."
- }
- input#StartCatchThrowBehavior: =
- {
- txt = "&"
- hint = "Tells d0g to start playing with the player. You can pass in th"
- "e name of the object you want him to play with otherwise he'll find "
- "the closes phys_object."
- }
- input#StopCatchThrowBehavior: =
- {
- txt = "&"
- hint = "Stop the catch and throw behavior."
- }
- input#PlayerPickupObject: =
- {
- txt = "&"
- hint = "Tells d0g the physgun just picked up an object."
- }
- input#StartWaitAndCatch: =
- {
- txt = "&"
- hint = "Tells d0g to wait for the player to throw an object at him."
- }
- input#StopWaitAndCatch: =
- {
- txt = "&"
- hint = "Tells d0g to stop waiting for the player."
- }
- input#SetThrowArcModifier: =
- {
- txt = "&"
- hint = "Used to pass in a modifier for d0g's object flight arc."
- }
- input#SetThrowTarget: =
- {
- txt = "&"
- hint = "Set d0g's throw target (pass in !player if you want the player"
- ")"
- }
- output#OnDogThrow: =
- {
- txt = "&"
- hint = "Fires when dog throws an object."
- }
- output#OnDogPickup: =
- {
- txt = "&"
- hint = "Fires when dog picks up an object."
- }
- output#OnDogCatch: =
- {
- txt = "&"
- hint = "Fires when dog catches an object."
- }
- }
- monster_generic:form =
- {
- t_BaseNPC = !
- t_RenderFields = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X65536"
- cap = "Not solid"
- }
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- body: =
- {
- txt = "&"
- hint = "Body"
- }
- }
- generic_actor:form =
- {
- t_BaseNPC = !
- t_Parentname = !
- t_RenderFields = !
- t_Shadow = !
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- hull_name: =
- {
- txt = "&"
- hint = "Hull type"
- typ = "C"
- items = "Human"$0D"Wide"$0D"Tiny"$0D"Medium"$0D"Large"
- values = "HUMAN_HULL"$0D"WIDE_HUMAN_HULL"$0D"TINY_HULL"$0D"MEDIUM_HULL"
- $0D"LARGE_HULL"
- }
- }
- cycler_actor:form =
- {
- t_BaseNPC = !
- t_RenderFields = !
- t_Shadow = !
- model: =
- {
- txt = "&"
- hint = "Model"
- typ = "B"
- Cap = "models..."
- form = "t_models_hl2_form:form"
- }
- Sentence: =
- {
- txt = "&"
- hint = "Sentence Group"
- }
- input#Alpha: =
- {
- txt = "&"
- hint = "Set Alpha Value"
- }
- }
- npc_maker:form =
- {
- t_Angles = !
- t_BaseNPCMaker = !
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Fade Corpse"
- }
- NPCType: =
- {
- txt = "&"
- hint = "Class name of spawned NPC"
- typ = "C"
- items = "npc_alyx"
- $0D"npc_antlion"
- $0D"npc_antlionguard"
- $0D"npc_apcdriver"
- $0D"npc_barnacle"
- $0D"npc_barney"
- $0D"npc_breen"
- $0D"npc_bullseye"
- $0D"npc_citizen"
- $0D"npc_combine_camera"
- $0D"npc_combine_s"
- $0D"npc_combinedropship"
- $0D"npc_combinegunship"
- $0D"npc_combinegunship"
- $0D"npc_cranedriver"
- $0D"npc_crow"
- $0D"npc_cscanner"
- $0D"npc_dog"
- $0D"npc_eli"
- $0D"npc_enemyfinder"
- $0D"npc_fastzombie"
- $0D"npc_gman"
- $0D"npc_headcrab"
- $0D"npc_headcrab_black"
- $0D"npc_headcrab_fast"
- $0D"npc_helicopter"
- $0D"npc_ichthyosaur"
- $0D"npc_kleiner"
- $0D"npc_manhack"
- $0D"npc_metropolice"
- $0D"npc_missiledefense"
- $0D"npc_monk"
- $0D"npc_mortarsynth"
- $0D"npc_mossman"
- $0D"npc_pigeon"
- $0D"npc_poisonzombie"
- $0D"npc_rollermine"
- $0D"npc_seagull"
- $0D"npc_sniper"
- $0D"npc_spotlight"
- $0D"npc_stalker"
- $0D"npc_strider"
- $0D"npc_vehicledriver"
- $0D"npc_vortigaunt"
- $0D"npc_zombie"
- $0D"npc_zombie_torso"
- }
- NPCTargetname: =
- {
- txt = "&"
- hint = "Childrens' Name"
- }
- NPCSquadname: =
- {
- txt = "&"
- hint = "Childrens' Squad Name"
- }
- NPCHintGroup: =
- {
- txt = "&"
- hint = "Childrens' Hint Group"
- }
- additionalequipment: =
- {
- txt = "&"
- hint = "Weapons"
- typ = "C"
- items = "Pistol"$0D"AR2"$0D"Shotgun"$0D"SMG1"$0D"Stun Stick"$0D"Grigor"
- "i's Shotgun"$0D"Nothing"
- values = "weapon_pistol"$0D"weapon_ar2"$0D"weapon_shotgun"$0D"weapon_s"
- "mg1"$0D"weapon_stunstick"$0D"weapon_annabelle"$0D"0"
- }
- }
- npc_antlion_template_maker:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Angles = !
- t_BaseNPCMaker = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Random spawn node"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Try to spawn close to the current target"
- }
- TemplateName: =
- {
- txt = "&"
- hint = "Name of template NPC"
- }
- spawngroup: =
- {
- txt = "&"
- hint = "Spawn on Hint Group"
- }
- spawnradius: =
- {
- txt = "&"
- hint = "Spawn radius"
- }
- spawntarget: =
- {
- txt = "&"
- hint = "Spawn target"
- }
- fighttarget: =
- {
- txt = "&"
- hint = "Fight target"
- }
- followtarget: =
- {
- txt = "&"
- hint = "Follow target"
- }
- vehicledistance: =
- {
- txt = "&"
- hint = "Vehicle Spawn Distance"
- }
- ignorebugbait: =
- {
- txt = "&"
- hint = "Ignore Bugbait"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- pool_start: =
- {
- txt = "&"
- hint = "Initial antlions in the pool."
- }
- pool_max: =
- {
- txt = "&"
- hint = "Max antlions in the pool."
- }
- pool_regen_amount: =
- {
- txt = "&"
- hint = "Pool regen amount."
- }
- pool_regen_time: =
- {
- txt = "&"
- hint = "Pool regen time."
- }
- input#SetFightTarget: =
- {
- txt = "&"
- hint = "Sets the target entity for children to fight to."
- }
- input#ClearFightTarget: =
- {
- txt = "&"
- hint = "Clears the fight target goal for this spawner."
- }
- input#SetFollowTarget: =
- {
- txt = "&"
- hint = "Sets the target entity for children to follow."
- }
- input#ClearFollowTarget: =
- {
- txt = "&"
- hint = "Clears the follow target goal for this spawner."
- }
- input#SetSpawnRadius: =
- {
- txt = "&"
- hint = "Sets the Spawn Radius."
- }
- input#AddToPool: =
- {
- txt = "&"
- hint = "Add the number of antlions specified in the parameter to the p"
- "ool."
- }
- input#SetMaxPool: =
- {
- txt = "&"
- hint = "Set the maximum number of antlions allowed in the pool at any "
- "time. Setting it to 0 turns off the pool behavior."
- }
- input#SetPoolRegenAmount: =
- {
- txt = "&"
- hint = "Set the number of antlions added to the pool every time it reg"
- "enerates."
- }
- input#SetPoolRegenTime: =
- {
- txt = "&"
- hint = "Set the time interval between pool regeneration ticks."
- }
- }
- point_antlion_repellant:form =
- {
- t_Targetname = !
- repelradius: =
- {
- txt = "&"
- hint = "Repell radius"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable"
- }
- }
- t_player_control:incl =
- {
- bbox = '-10 -10 -10 10 10 10'
- t_Targetname = !
- input#Activate: =
- {
- txt = "&"
- hint = "Turns on"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Turns off"
- }
- input#SetThrust: =
- {
- txt = "&"
- hint = "Set Thrust"
- }
- input#SetSideThrust: =
- {
- txt = "&"
- hint = "Set Side Thrust"
- }
- }
- t_BaseScripted:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- m_iszEntity: =
- {
- txt = "&"
- hint = "Target NPC"
- }
- m_iszIdle: =
- {
- txt = "&"
- hint = "Pre Action Idle Animation"
- }
- m_iszPlay: =
- {
- txt = "&"
- hint = "Action Animation"
- }
- m_iszPostIdle: =
- {
- txt = "&"
- hint = "Post Action Idle Animation"
- }
- m_iszCustomMove: =
- {
- txt = "&"
- hint = "Custom Move Animation"
- }
- m_flRadius: =
- {
- txt = "&"
- hint = "Search Radius (0=everywhere)"
- }
- m_flRepeat: =
- {
- txt = "&"
- hint = "Repeat Rate ms"
- }
- m_fMoveTo: =
- {
- txt = "&"
- hint = "Move to Position"
- typ = "C"
- items = "No"$0D"Walk"$0D"Run"$0D"Custom movement"$0D"Instantaneous"$0D
- "No - Turn to Face"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"
- }
- m_iszNextScript: =
- {
- txt = "&"
- hint = "Next Script"
- }
- input#BeginSequence: =
- {
- txt = "&"
- hint = "Summons an NPC to act out the scripted sequence."
- }
- input#MoveToPosition: =
- {
- txt = "&"
- hint = "Summons an NPC to the script location. They will play their sc"
- "ripted idle (or ACT_IDLE if none is specified) until BeginSequence i"
- "s triggered."
- }
- input#CancelSequence: =
- {
- txt = "&"
- hint = "Stops the scripted sequence. If fired after a sequence starts,"
- " this input will not take effect until the NPC finishes playing the "
- "scripted action animation."
- }
- output#OnBeginSequence: =
- {
- txt = "&"
- hint = "Fires when the action animation begins playing."
- }
- output#OnEndSequence: =
- {
- txt = "&"
- hint = "Fires when the action animation completes."
- }
- output#OnScriptEvent01: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 1 } in the QC."
- }
- output#OnScriptEvent02: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 2 } in the QC."
- }
- output#OnScriptEvent03: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 3 } in the QC."
- }
- output#OnScriptEvent04: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 4 } in the QC."
- }
- output#OnScriptEvent05: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 5 } in the QC."
- }
- output#OnScriptEvent06: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 6 } in the QC."
- }
- output#OnScriptEvent07: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 7 } in the QC."
- }
- output#OnScriptEvent08: =
- {
- txt = "&"
- hint = "Fires when a 'trigger' anim event occurs while playing the scr"
- "ipt. Use { event 1003 framenum 8 } in the QC."
- }
- }
- scripted_sentence:form =
- {
- t_Targetname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Fire Once"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Followers Only"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Interrupt Speech"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Concurrent"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Speak to Activator"
- }
- sentence: =
- {
- txt = "&"
- hint = "Sentence Name"
- }
- entity: =
- {
- txt = "&"
- hint = "Speaker Type"
- }
- delay: =
- {
- txt = "&"
- hint = "Additional Sentence Time"
- }
- radius: =
- {
- txt = "&"
- hint = "Search Radius"
- }
- refire: =
- {
- txt = "&"
- hint = "Delay Before Refire"
- }
- listener: =
- {
- txt = "&"
- hint = "Listener Type"
- }
- volume: =
- {
- txt = "&"
- hint = "Volume 0-10"
- }
- attenuation: =
- {
- 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#BeginSentence: =
- {
- txt = "&"
- hint = "Starts the scripted sentence."
- }
- output#OnBeginSentence: =
- {
- txt = "&"
- hint = "Fires when the sentence begins"
- }
- output#OnEndSentence: =
- {
- txt = "&"
- hint = "Fires when the sentence ends"
- }
- }
- scripted_target:form =
- {
- t_Targetname = !
- t_Parentname = !
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- m_iszEntity: =
- {
- txt = "&"
- hint = "Target NPC"
- }
- m_flRadius: =
- {
- txt = "&"
- hint = "Search Radius (0=everywhere)"
- }
- MoveSpeed: =
- {
- txt = "&"
- hint = "Move Speed"
- }
- PauseDuration: =
- {
- txt = "&"
- hint = "Pause Duration"
- }
- EffectDuration: =
- {
- txt = "&"
- hint = "Effect Duration"
- }
- target: =
- {
- txt = "&"
- hint = "Next Target"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable this entity"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable this entity"
- }
- output#AtTarget: =
- {
- txt = "&"
- hint = "Fires when NPC reaches this target"
- }
- output#LeaveTarget: =
- {
- txt = "&"
- hint = "Fires when NPC leaves this target"
- }
- }
- ai_relationship:form =
- {
- t_Targetname = !
- subject: =
- {
- txt = "&"
- hint = "Subject(s)"
- }
- target: =
- {
- txt = "&"
- hint = "Target(s)"
- }
- disposition: =
- {
- txt = "&"
- hint = "Disposition"
- typ = "C"
- items = "Hate"$0D"Fear"$0D"Like"$0D"Neutral"
- values = "1"$0D"2"$0D"3"$0D"4"
- }
- radius: =
- {
- txt = "&"
- hint = "Radius for subject"
- }
- rank: =
- {
- txt = "&"
- hint = "Disposition Priority"
- }
- StartActive: =
- {
- txt = "&"
- hint = "Start Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Reciprocal: =
- {
- txt = "&"
- hint = "Reciprocal"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#ApplyRelationship: =
- {
- txt = "&"
- hint = "Apply relationship changes"
- }
- input#RevertRelationship: =
- {
- txt = "&"
- hint = "Revert relationship changes"
- }
- }
- ai_ally_manager:form =
- {
- t_Targetname = !
- maxallies: =
- {
- txt = "&"
- hint = "Maximum number of allies"
- }
- maxmedics: =
- {
- txt = "&"
- hint = "Maximum number of medics"
- }
- input#SetMaxAllies: =
- {
- txt = "&"
- hint = "Set maximum number of allies"
- }
- input#SetMaxMedics: =
- {
- txt = "&"
- hint = "Set maximum number of medic allies"
- }
- input#Replenish: =
- {
- txt = "&"
- hint = "Replenish player allies"
- }
- output#SpawnMedicAlly: =
- {
- txt = "&"
- hint = "Spawn Medic Ally"
- }
- output#SpawnAlly0: =
- {
- txt = "&"
- hint = "Spawn Ally 0"
- }
- output#SpawnAlly1: =
- {
- txt = "&"
- hint = "Spawn Ally 1"
- }
- output#SpawnAlly2: =
- {
- txt = "&"
- hint = "Spawn Ally 2"
- }
- output#SpawnAlly3: =
- {
- txt = "&"
- hint = "Spawn Ally 3"
- }
- output#SpawnAlly4: =
- {
- txt = "&"
- hint = "Spawn Ally 4"
- }
- output#SpawnAlly5: =
- {
- txt = "&"
- hint = "Spawn Ally 5"
- }
- output#SpawnAlly6: =
- {
- txt = "&"
- hint = "Spawn Ally 6"
- }
- output#SpawnAlly7: =
- {
- txt = "&"
- hint = "Spawn Ally 7"
- }
- output#SpawnAlly8: =
- {
- txt = "&"
- hint = "Spawn Ally 8"
- }
- output#SpawnAlly9: =
- {
- txt = "&"
- hint = "Spawn Ally 9"
- }
- output#OnZeroAllies: =
- {
- txt = "&"
- hint = "Fires when there are no more allies"
- }
- output#OnZeroMedicAllies: =
- {
- txt = "&"
- hint = "Fires when there are no more allies"
- }
- }
- t_LeadGoalBase:incl =
- {
- t_Targetname = !
- actor: =
- {
- txt = "&"
- hint = "Actor(s) to affect"
- }
- goal: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- WaitPointName: =
- {
- txt = "&"
- hint = "Point to wait at if the target's not visible."
- }
- WaitDistance: =
- {
- txt = "&"
- hint = "Wait until player gets this close."
- }
- LeadDistance: =
- {
- txt = "&"
- hint = "Lead Distance."
- }
- Run: =
- {
- txt = "&"
- hint = "Run instead of Walk"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Retrieve: =
- {
- txt = "&"
- hint = "Retrieve player?"
- typ = "C"
- items = "No, just idle and wait"$0D"Yes, move to retrieve"
- values = "0"$0D"1"
- }
- AttractPlayerConceptModifier: =
- {
- txt = "&"
- hint = "Attract player concept modifier"
- }
- WaitOverConceptModifier: =
- {
- txt = "&"
- hint = "Player wait over concept modifier"
- }
- ArrivalConceptModifier: =
- {
- txt = "&"
- hint = "Arrival concept modifier"
- }
- PostArrivalConceptModifier: =
- {
- txt = "&"
- hint = "Post-arrival concepts modifier"
- }
- SuccessConceptModifier: =
- {
- txt = "&"
- hint = "Success concept modifier"
- }
- FailureConceptModifier: =
- {
- txt = "&"
- hint = "Failure concept modifier"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No def success"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No def failure"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Use goal facing"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Begin the leading behavior"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Stop the leading behavior"
- }
- input#SetSuccess: =
- {
- txt = "&"
- hint = "Notify success of leading"
- }
- input#SetFailure: =
- {
- txt = "&"
- hint = "Notify failure of leading"
- }
- output#OnArrival: =
- {
- txt = "&"
- hint = "Fires when NPC reaches the lead point"
- }
- output#OnArrivalDone: =
- {
- txt = "&"
- hint = "Fires when NPC has played out any arrival speech"
- }
- output#OnSuccess: =
- {
- txt = "&"
- hint = "Fires when NPC achieves the goal"
- }
- output#OnFailure: =
- {
- txt = "&"
- hint = "Fires when NPC fails to achieves the goal"
- }
- output#OnDone: =
- {
- txt = "&"
- hint = "Fires when NPC completes behavior (any post-success or fail ac"
- "ting is complete)"
- }
- }
- ai_goal_lead:form =
- {
- t_LeadGoalBase = !
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- }
- ai_goal_lead_weapon:form =
- {
- t_LeadGoalBase = !
- WeaponName: =
- {
- txt = "&"
- hint = "Weapon"
- typ = "C"
- items = "Bugbait"$0D"SMG1"$0D"AR2"
- values = "weapon_bugbait"$0D"weapon_smg1"$0D"weapon_ar2"
- }
- MissingWeaponConceptModifier: =
- {
- txt = "&"
- hint = "Missing weapon concept modifier"
- }
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- }
- ai_goal_follow:form =
- {
- t_Targetname = !
- actor: =
- {
- txt = "&"
- hint = "Actor(s) to affect"
- }
- goal: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- StartActive: =
- {
- txt = "&"
- hint = "Start Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- MaximumState: =
- {
- txt = "&"
- hint = "Maximum state"
- typ = "C"
- items = "Idle"$0D"Alert"$0D"Combat"
- values = "1"$0D"2"$0D"3"
- }
- Formation: =
- {
- txt = "&"
- hint = "Formation"
- typ = "C"
- items = "Close circle"$0D"Wide circle"$0D"Medium circle"
- values = "0"$0D"1"$0D"5"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Begin the follow behavior"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Cease the follow behavior"
- }
- }
- ai_battle_line:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Angles = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Use parent's orientation"
- }
- actor: =
- {
- txt = "&"
- hint = "Actor(s) or squad to affect"
- }
- Active: =
- {
- txt = "&"
- hint = "Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- Strict: =
- {
- txt = "&"
- hint = "Strict"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Activate: =
- {
- txt = "&"
- }
- input#Activate: =
- {
- txt = "&"
- }
- Deactivate: =
- {
- txt = "&"
- }
- }
- ai_goal_standoff:form =
- {
- t_Targetname = !
- actor: =
- {
- txt = "&"
- hint = "Actor(s) to affect"
- }
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- StartActive: =
- {
- txt = "&"
- hint = "Start Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- HintGroupChangeReaction: =
- {
- txt = "&"
- hint = "Reaction to tactical change"
- typ = "C"
- items = "Move when ready (default AI)"$0D"Move when seek cover"$0D"Mov"
- "e immediately"
- values = "0"$0D"1"$0D"2"
- }
- Aggressiveness: =
- {
- txt = "&"
- hint = "Aggressiveness"
- typ = "C"
- items = "Very low"$0D"Low"$0D"Medium"$0D"High"$0D"Very High"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- PlayerBattleline: =
- {
- txt = "&"
- hint = "Player battleline"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- StayAtCover: =
- {
- txt = "&"
- hint = "Stay at cover location"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- AbandonIfEnemyHides: =
- {
- txt = "&"
- hint = "Abandon if enemies hide"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Begin contesting position"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Cease contesting position"
- }
- input#SetAggressiveness: =
- {
- txt = "&"
- hint = "Set aggressiveness"
- }
- }
- ai_goal_police:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Knock-out target past crossing plane"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Do not leave post"
- }
- policeradius: =
- {
- txt = "&"
- hint = "Radius"
- }
- policetarget: =
- {
- txt = "&"
- hint = "Target"
- }
- input#EnableKnockOut: =
- {
- txt = "&"
- hint = "Tells the goal to make the active policing NPC knock out its t"
- "arget"
- }
- input#DisableKnockOut: =
- {
- txt = "&"
- hint = "Stop the active policing NPC from trying to knock out its targ"
- "et"
- }
- output#OnFirstWarning: =
- {
- txt = "&"
- hint = "Fires the first time a policing cop warns a target"
- }
- output#OnSecondWarning: =
- {
- txt = "&"
- hint = "Fires the second time a policing cop warns a target"
- }
- output#OnLastWarning: =
- {
- txt = "&"
- hint = "Fires when a policing cop warns a target for the last time"
- }
- output#OnSupressingTarget: =
- {
- txt = "&"
- hint = "Fires when a policing cop starts to suppress (ie. beat) a targ"
- "et"
- }
- output#OnKnockOut: =
- {
- txt = "&"
- hint = "Fires when a target has been knocked out"
- }
- }
- assault_rallypoint:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- assaultpoint: =
- {
- txt = "&"
- hint = "Assault Point"
- }
- assaultdelay: =
- {
- txt = "&"
- hint = "Assault Delay"
- }
- rallysequence: =
- {
- txt = "&"
- hint = "Rally Sequence"
- }
- priority: =
- {
- txt = "&"
- hint = "Priority"
- }
- output#OnArrival: =
- {
- txt = "&"
- hint = "Fires when the NPC reaches this rally point"
- }
- }
- assault_assaultpoint:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- assaultgroup: =
- {
- txt = "&"
- hint = "Assault Hint Group"
- }
- nextassaultpoint: =
- {
- txt = "&"
- hint = "Next assault point (optional)"
- }
- assaulttimeout: =
- {
- txt = "&"
- hint = "Assault time out"
- }
- clearoncontact: =
- {
- txt = "&"
- hint = "Clear on contact with enemies"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- allowdiversion: =
- {
- txt = "&"
- hint = "Allow diversion"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- nevertimeout: =
- {
- txt = "&"
- hint = "Never Timeout"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Clear this point upon arrival, UNCONDITIONALLY"
- }
- input#SetClearOnContact: =
- {
- txt = "&"
- hint = "Set the clear on contact flag."
- }
- input#SetAllowDiversion: =
- {
- txt = "&"
- hint = "Set the allow diversion flag."
- }
- output#OnArrival: =
- {
- txt = "&"
- hint = "Fires when the NPC reaches this assault point"
- }
- output#OnAssaultClear: =
- {
- txt = "&"
- hint = "Fires when this assault point is cleared of enemies"
- }
- }
- ai_goal_assault:form =
- {
- t_Targetname = !
- actor: =
- {
- txt = "&"
- hint = "Actor(s) to affect"
- }
- rallypoint: =
- {
- txt = "&"
- hint = "Rally Point Set"
- }
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- StartActive: =
- {
- txt = "&"
- hint = "Start Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- AssaultCue: =
- {
- txt = "&"
- hint = "Assault Cue"
- typ = "C"
- items = "Entity System Input"$0D"Gunfire"$0D"Don't wait for a cue."
- values = "1"$0D"2"$0D"3"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Begin the assault behavior"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Cease the assault behavior"
- }
- input#BeginAssault: =
- {
- txt = "&"
- hint = "Begin assault phase"
- }
- }
- t_BaseActBusy:incl =
- {
- t_Targetname = !
- actor: =
- {
- txt = "&"
- hint = "Actor(s) to affect"
- }
- StartActive: =
- {
- txt = "&"
- hint = "Start Active"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"
- values = "0"$0D"1"
- }
- busysearchrange: =
- {
- txt = "&"
- hint = "Search Range for Busy Hints"
- }
- visibleonly: =
- {
- txt = "&"
- hint = "Visible Busy Hints Only"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Begin acting busy"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Cease acting busy"
- }
- input#SetBusySearchRange: =
- {
- txt = "&"
- hint = "Update the busy search range for all actors."
- }
- input#ForceNPCToActBusy: =
- {
- txt = "&"
- hint = "Force an NPC to act busy. Takes parameters, separated by space"
- "s: <Targetname> <hint node targetname> <optional:teleport> <optional"
- ":$customactivityorsequence> <maximum time to actbusy>. If no hint no"
- "de targetname is specified, it'll search for a random one. If no max"
- " time is specified, it'll use the default. Specifying 0 as the max t"
- "ime will make the NPC act busy until disturbed. If the optional tele"
- "port parameter is specified, the NPC will teleport to the act busy p"
- "oint. A custom move animation can be specified by prepending $ to th"
- "e name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names ca"
- "n be used instead of activities."
- }
- input#ForceThisNPCToActBusy: =
- {
- txt = "&"
- hint = "Force an NPC outputted from another entity to act busy. (only "
- "usable from an output that specifies an entity)"
- }
- input#ForceThisNPCToLeave: =
- {
- txt = "&"
- hint = "Force an NPC outputted from another entity to find a HINT_NPC_"
- "EXIT_POINT hintnode and vanish."
- }
- output#OnNPCStartedBusy: =
- {
- txt = "&"
- hint = "Fired when an NPC targeted by this goal starts an ActBusy anim"
- "ation."
- }
- output#OnNPCFinishedBusy: =
- {
- txt = "&"
- hint = "Fired when an NPC targeted by this goal finishes an ActBusy."
- }
- output#OnNPCLeft: =
- {
- txt = "&"
- hint = "Fired when an NPC target by this goal finishes a forced Leave."
- }
- }
- ai_goal_actbusy:form =
- {
- t_BaseActBusy = !
- }
- ai_goal_actbusy_queue:form =
- {
- t_BaseActBusy = !
- node_exit: =
- {
- txt = "&"
- hint = "Exit Node"
- }
- node01: =
- {
- txt = "&"
- hint = "Node 1"
- }
- node02: =
- {
- txt = "&"
- hint = "Node 2"
- }
- node03: =
- {
- txt = "&"
- hint = "Node 3"
- }
- node04: =
- {
- txt = "&"
- hint = "Node 4"
- }
- node05: =
- {
- txt = "&"
- hint = "Node 5"
- }
- node06: =
- {
- txt = "&"
- hint = "Node 6"
- }
- node07: =
- {
- txt = "&"
- hint = "Node 7"
- }
- node08: =
- {
- txt = "&"
- hint = "Node 8"
- }
- node09: =
- {
- txt = "&"
- hint = "Node 9"
- }
- node10: =
- {
- txt = "&"
- hint = "Node 10"
- }
- node11: =
- {
- txt = "&"
- hint = "Node 11"
- }
- node12: =
- {
- txt = "&"
- hint = "Node 12"
- }
- node13: =
- {
- txt = "&"
- hint = "Node 13"
- }
- node14: =
- {
- txt = "&"
- hint = "Node 14"
- }
- node15: =
- {
- txt = "&"
- hint = "Node 15"
- }
- node16: =
- {
- txt = "&"
- hint = "Node 16"
- }
- node17: =
- {
- txt = "&"
- hint = "Node 17"
- }
- node18: =
- {
- txt = "&"
- hint = "Node 18"
- }
- node19: =
- {
- txt = "&"
- hint = "Node 19"
- }
- node20: =
- {
- txt = "&"
- hint = "Node 20"
- }
- mustreachfront: =
- {
- txt = "&"
- hint = "Must Reach Front"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#PlayerStartedBlocking: =
- {
- txt = "&"
- hint = "Tell the queue manager that the player has started blocking a "
- "spot in the queue."
- }
- input#PlayerStoppedBlocking: =
- {
- txt = "&"
- hint = "Tell the queue manager that the player has stopped blocking a "
- "spot in the queue."
- }
- input#MoveQueueUp: =
- {
- txt = "&"
- hint = "Force the queue to move up, sending the front-most NPC out of "
- "the queue."
- }
- output#OnQueueMoved: =
- {
- txt = "&"
- hint = "Fired when the queue moves. Outputs the number of NPCs left in"
- " the queue."
- }
- output#OnNPCStartedLeavingQueue: =
- {
- txt = "&"
- hint = "Fired when the NPC at the head of the queue starts to leave. T"
- "he activator is the NPC, and the string is the name of the NPC."
- }
- output#OnNPCLeftQueue: =
- {
- txt = "&"
- hint = "Fired when the NPC at the head of the queue leaves. The activa"
- "tor is the NPC, and the string is the name of the NPC."
- }
- }
- ai_changetarget:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Target entity"
- }
- m_iszNewTarget: =
- {
- txt = "&"
- hint = "New Target"
- }
- input#Kill: =
- {
- txt = "&"
- hint = "Removes this entity from the world"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Changes the entities target"
- }
- }
- ai_changehintgroup:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_Targetname = !
- SearchType: =
- {
- txt = "&"
- hint = "Search Type"
- typ = "C"
- items = "Entity Name"$0D"Classname"$0D"Old Hint Group"
- values = "0"$0D"1"$0D"2"
- }
- SearchName: =
- {
- txt = "&"
- hint = "Name to search for"
- }
- NewHintGroup: =
- {
- txt = "&"
- hint = "New Hint Group"
- }
- Radius: =
- {
- txt = "&"
- hint = "Search Radius"
- }
- hintlimiting: =
- {
- txt = "&"
- hint = "Hint Limit Nav"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Kill: =
- {
- txt = "&"
- hint = "Removes this entity from the world"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Change the Hint Group"
- }
- }
- ai_script_conditions:form =
- {
- t_Targetname = !
- Actor: =
- {
- txt = "&"
- hint = "Actor"
- }
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- 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"
- }
- ScriptStatus: =
- {
- txt = "&"
- hint = "Actor is running a script?"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- RequiredTime: =
- {
- txt = "&"
- hint = "Required Time"
- }
- MinTimeout: =
- {
- txt = "&"
- hint = "Minimum time out"
- }
- MaxTimeout: =
- {
- txt = "&"
- hint = "Maximum time out"
- }
- ActorSeePlayer: =
- {
- txt = "&"
- hint = "Actor Sees Player"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- PlayerActorProximity: =
- {
- txt = "&"
- hint = "Player distance"
- }
- PlayerActorFOV: =
- {
- txt = "&"
- hint = "Player FOV for Actor "
- }
- PlayerActorFOVTrueCone: =
- {
- txt = "&"
- hint = "Play FOV to Actor is a true view cone"
- typ = "C"
- items = "No - Tall pie slice"$0D"Yes - True view cone"
- values = "0"$0D"1"
- }
- PlayerActorLOS: =
- {
- txt = "&"
- hint = "Player has LOS to Actor"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- target: =
- {
- txt = "&"
- hint = "Target (Optional)"
- }
- ActorSeeTarget: =
- {
- txt = "&"
- hint = "Actor Sees Target"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- ActorTargetProximity: =
- {
- txt = "&"
- hint = "Target distance"
- }
- PlayerTargetProximity: =
- {
- txt = "&"
- hint = "Player distance from Target"
- }
- PlayerTargetFOV: =
- {
- txt = "&"
- hint = "Player FOV for Target"
- }
- PlayerTargetFOVTrueCone: =
- {
- txt = "&"
- hint = "Play FOV to Target is a true view cone"
- typ = "C"
- items = "No - Tall pie slice"$0D"Yes - True view cone"
- values = "0"$0D"1"
- }
- PlayerTargetLOS: =
- {
- txt = "&"
- hint = "Player has LOS to Target"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- PlayerBlockingActor: =
- {
- txt = "&"
- hint = "Player blocking Actor"
- typ = "C"
- items = "No"$0D"Yes"$0D"Don't care"
- values = "0"$0D"1"$0D"2"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable this entity"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable this entity"
- }
- output#OnConditionsSatisfied: =
- {
- txt = "&"
- hint = "Fires when AI conditions satisfied"
- }
- output#OnConditionsTimeout: =
- {
- txt = "&"
- hint = "Fires when AI conditions timed out"
- }
- }
- scripted_sequence:form =
- {
- t_BaseScripted = !
- t_Angles = !
- t_DXLevelChoice = !
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Repeatable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Leave Corpse"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Start on Spawn"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "No Interruptions"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Override AI"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X128"
- cap = "No Script Movement"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Loop in Post Idle"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X512"
- cap = "Priority Script"
- }
- }
- aiscripted_schedule:form =
- {
- t_Targetname = !
- m_iszEntity: =
- {
- txt = "&"
- hint = "Target NPC"
- }
- m_flRadius: =
- {
- txt = "&"
- hint = "Search Radius (0=everywhere)"
- }
- graball: =
- {
- txt = "&"
- hint = "All in radius"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Repeatable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "Search Cyclically"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "Don't Complain"
- }
- forcestate: =
- {
- txt = "&"
- hint = "AI state to set"
- typ = "C"
- items = "<None>"$0D"Set state to IDLE"$0D"Set state to ALERT"$0D"Set s"
- "tate to COMBAT"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- schedule: =
- {
- txt = "&"
- hint = "Schedule to run"
- typ = "C"
- items = "<None>"$0D"Walk to Goal Entity"$0D"Run to Goal Entity"$0D"Set"
- " enemy to Goal Entity"$0D"Walk Goal Path"$0D"Run Goal Path"$0D"Set e"
- "nemy to Goal Entity AND Run to Goal Entity"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- interruptability: =
- {
- txt = "&"
- hint = "Interruptability"
- typ = "C"
- items = "General"$0D"Damage or Death"$0D"Death"
- values = "0"$0D"1"$0D"2"
- }
- goalent: =
- {
- txt = "&"
- hint = "Goal entity"
- }
- input#StartSchedule: =
- {
- txt = "&"
- hint = "Starts the scripted schedule. This will first locate an NPC th"
- "at matches the given target, then tell the NPC to run the specified "
- "schedule."
- }
- }
- ai_citizen_response_system:form =
- {
- t_Targetname = !
- input#ResponseVitalNPC: =
- {
- txt = "&"
- hint = "Fire the VitalNPC Died response."
- }
- }
- func_healthcharger:form =
- {
- t_EnableDisable = !
- t_Parentname = !
- t_Origin = !
- t_Global = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum light level"
- }
- output#OutRemainingHealth: =
- {
- txt = "&"
- hint = "Remaining Health."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player +USEs the charger."
- }
- }
- func_recharge:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum light level"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Citadel recharger"
- }
- input#Recharge: =
- {
- txt = "&"
- hint = "Recharge to full"
- }
- output#OutRemainingCharge: =
- {
- txt = "&"
- hint = "Remaining Charge."
- }
- output#OnHalfEmpty: =
- {
- txt = "&"
- hint = "Half-Empty"
- }
- output#OnEmpty: =
- {
- txt = "&"
- hint = "Empty"
- }
- output#OnFull: =
- {
- txt = "&"
- hint = "Recharged to full."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player +USEs the charger."
- }
- }
- func_vehicleclip:form =
- {
- t_Parentname = !
- t_Targetname = !
- t_Global = !
- input#Kill: =
- {
- txt = "&"
- hint = "Removes this entity from the world"
- }
- }
- func_lookdoor:form =
- {
- t_func_movelinear = !
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "LookDoor Threshold"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "LookDoor Invert"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "LookDoor From Open"
- }
- ProximityDistance: =
- {
- txt = "&"
- hint = "Proximity Distance"
- }
- ProximityOffset: =
- {
- txt = "&"
- hint = "Proximity Offset"
- }
- FieldOfView: =
- {
- txt = "&"
- hint = "FieldOfView"
- }
- input#InvertOn: =
- {
- txt = "&"
- hint = "InvertOn - when set behavior of door is inverted."
- }
- input#InvertOff: =
- {
- txt = "&"
- hint = "InvertOff - when set behavior of door is normal."
- }
- }
- trigger_waterydeath:form =
- {
- t_Trigger = !
- }
- env_global:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- t_EnvGlobal = !
- globalstate: =
- {
- txt = "&"
- hint = "Global State to Set"
- typ = "C"
- items = "Gordon pre-criminal"$0D"Antlions are player allies"$0D"Suit s"
- "print function not yet enabled"$0D"Super phys gun is enabled"$0D"Fri"
- "endly encounter sequence (lower weapons, etc.)"$0D"Gordon is invulne"
- "rable"$0D"Don't spawn seagulls on the jeep"
- values = "gordon_precriminal"$0D"antlion_allied"$0D"suit_no_sprint"$0D
- "super_phys_gun"$0D"friendly_encounter"$0D"gordon_invulnerable"$0D"no"
- "_seagulls_on_jeep"
- }
- }
- t_BaseTank:incl =
- {
- t_Targetname = !
- t_Parentname = !
- t_Origin = !
- t_Angles = !
- t_RenderFields = !
- t_Global = !
- t_Shadow = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Active"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16"
- cap = "Only Direct"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32"
- cap = "Controllable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X64"
- cap = "Damage Kick"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1024"
- cap = "NPC Controllable"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2048"
- cap = "NPC Set Controller"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Allow friendlies to hit player"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X32768"
- cap = "Non-solid."
- }
- control_volume: =
- {
- txt = "&"
- hint = "Control Volume"
- }
- master: =
- {
- txt = "&"
- hint = "(Team) Master"
- }
- yawrate: =
- {
- txt = "&"
- hint = "Yaw rate"
- }
- yawrange: =
- {
- txt = "&"
- hint = "Yaw range"
- }
- yawtolerance: =
- {
- txt = "&"
- hint = "Yaw tolerance"
- }
- pitchrate: =
- {
- txt = "&"
- hint = "Pitch rate"
- }
- pitchrange: =
- {
- txt = "&"
- hint = "Pitch range"
- }
- pitchtolerance: =
- {
- txt = "&"
- hint = "Pitch tolerance"
- }
- barrel: =
- {
- txt = "&"
- hint = "Barrel Length"
- }
- barrely: =
- {
- txt = "&"
- hint = "Barrel Horizontal"
- }
- barrelz: =
- {
- txt = "&"
- hint = "Barrel Vertical"
- }
- spritesmoke: =
- {
- txt = "&"
- hint = "Smoke Sprite"
- }
- spriteflash: =
- {
- txt = "&"
- hint = "Flash Sprite"
- }
- spritescale: =
- {
- txt = "&"
- hint = "Sprite scale"
- }
- rotatestartsound: =
- {
- txt = "&"
- hint = "Rotate Start Sound"
- }
- rotatesound: =
- {
- txt = "&"
- hint = "Rotate Loop Sound"
- }
- rotatestopsound: =
- {
- txt = "&"
- hint = "Rotate Stop Sound"
- }
- firerate: =
- {
- txt = "&"
- hint = "Rate of Fire"
- }
- bullet_damage: =
- {
- txt = "&"
- hint = "Damage Per Bullet"
- }
- bullet_damage_vs_player: =
- {
- txt = "&"
- hint = "Damage Per Bullet Vs Player"
- }
- persistence: =
- {
- txt = "&"
- hint = "Firing persistence"
- }
- persistence2: =
- {
- txt = "&"
- hint = "Firing persistence2"
- }
- firespread: =
- {
- txt = "&"
- hint = "Bullet accuracy"
- typ = "C"
- items = "Perfect Shot"$0D"Small cone"$0D"Medium cone"$0D"Large cone"$0D
- "Extra-large cone"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- minRange: =
- {
- txt = "&"
- hint = "Minmum target range"
- }
- maxRange: =
- {
- txt = "&"
- hint = "Maximum target range"
- }
- _minlight: =
- {
- txt = "&"
- hint = "Minimum light level"
- }
- gun_base_attach: =
- {
- txt = "&"
- hint = "Gun Base Attachment"
- }
- gun_barrel_attach: =
- {
- txt = "&"
- hint = "Gun Barrel Attachment"
- }
- gun_yaw_pose_param: =
- {
- txt = "&"
- hint = "Gun Yaw Pose Param"
- }
- gun_yaw_pose_center: =
- {
- txt = "&"
- hint = "Gun Yaw Pose Center"
- }
- gun_pitch_pose_param: =
- {
- txt = "&"
- hint = "Gun Pitch Pose Param"
- }
- gun_pitch_pose_center: =
- {
- txt = "&"
- hint = "Gun Pitch Pose Center"
- }
- ammo_count: =
- {
- txt = "&"
- hint = "Ammunition Count"
- }
- LeadTarget: =
- {
- txt = "&"
- hint = "Lead Target"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- npc_man_point: =
- {
- txt = "&"
- hint = "NPC Man Point"
- }
- playergraceperiod: =
- {
- txt = "&"
- hint = "Post-NPC Attack Grace Period"
- }
- ignoregraceupto: =
- {
- txt = "&"
- hint = "Ignore Grace Upto"
- }
- playerlocktimebeforefire: =
- {
- txt = "&"
- hint = "Player Lock Time"
- }
- effecthandling: =
- {
- txt = "&"
- hint = "Effect Handling"
- typ = "C"
- items = "Use Individual Settings."$0D"AR2"
- values = "0"$0D"1"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Turn the tank on"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Turn the tank off (go dormant)"
- }
- input#SetFireRate: =
- {
- txt = "&"
- hint = "How fast to fire (0 = don't fire)"
- }
- input#SetDamage: =
- {
- txt = "&"
- hint = "Set the Damage Per Bullet"
- }
- input#SetTargetPosition: =
- {
- txt = "&"
- hint = "World position that I should aim at"
- }
- input#SetTargetDir: =
- {
- txt = "&"
- hint = "Direction to aim at."
- }
- input#SetTargetEntityName: =
- {
- txt = "&"
- hint = "Name of entity I should follow/attack"
- }
- input#SetTargetEntity: =
- {
- txt = "&"
- hint = "Entity I should follow/attack (output from other entity only)"
- }
- input#ClearTargetEntity: =
- {
- txt = "&"
- hint = "Clear the entity I should be attacking."
- }
- input#FindNPCToManTank: =
- {
- txt = "&"
- hint = "Find a nearby NPC to man this func_tank."
- }
- input#StartFindingNPCs: =
- {
- txt = "&"
- hint = "Start searching for NPCs to man this func_tank."
- }
- input#StopFindingNPCs: =
- {
- txt = "&"
- hint = "Stop searching for NPCs to man this func_tank."
- }
- input#ForceNPCOff: =
- {
- txt = "&"
- hint = "Force the NPC manning this func_tank (if any) to leave."
- }
- input#SetMaxRange: =
- {
- txt = "&"
- hint = "Set the max range of the func_tank."
- }
- output#OnFire: =
- {
- txt = "&"
- hint = "Fires when the tank fires its bullets"
- }
- output#OnAquireTarget: =
- {
- txt = "&"
- hint = "Fires when target is newly in range and can be shot"
- }
- output#OnLoseTarget: =
- {
- txt = "&"
- hint = "Fires when when target goes out of range"
- }
- output#OnAmmoDepleted: =
- {
- txt = "&"
- hint = "Fires when tank runs out of ammo"
- }
- output#OnGotController: =
- {
- txt = "&"
- hint = "Fires when an NPC starts to control this tank. Players do NOT "
- "fire this input."
- }
- output#OnLostController: =
- {
- txt = "&"
- hint = "Fires when the NPC controller of the tank stops controlling it"
- ". Players do NOT fire this input."
- }
- output#OnGotPlayerController: =
- {
- txt = "&"
- hint = "Fires when a Player starts to control this tank. NPCs do NOT f"
- "ire this input."
- }
- output#OnLostPlayerController: =
- {
- txt = "&"
- hint = "Fires when the Player controller of the tank stops controlling"
- " it. NPCs do NOT fire this input."
- }
- output#OnReadyToFire: =
- {
- txt = "&"
- hint = "Fires once when the tank is done waiting to fire between round"
- "s"
- }
- }
- func_tank:form =
- {
- t_BaseTank = !
- bullet: =
- {
- txt = "&"
- hint = "Bullets"
- typ = "C"
- items = "None"$0D"Pistol"$0D"SMG1"$0D"AR2"$0D"Laser"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Ignore range when making viewcone checks"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X256"
- cap = "Aiming Assistance (Player Only)"
- }
- }
- func_tankpulselaser:form =
- {
- t_BaseTank = !
- PulseSpeed: =
- {
- txt = "&"
- hint = "Pulse Speed"
- }
- PulseColor: =
- {
- txt = "&"
- hint = "Pulse Color"
- }
- PulseWidth: =
- {
- txt = "&"
- hint = "Pulse Width"
- }
- PulseLife: =
- {
- txt = "&"
- hint = "Pulse Life"
- }
- PulseLag: =
- {
- txt = "&"
- hint = "Pulse Lag"
- }
- PulseFireSound: =
- {
- txt = "&"
- hint = "Pulse Fire Sound"
- }
- }
- func_tanklaser:form =
- {
- t_BaseTank = !
- laserentity: =
- {
- txt = "&"
- hint = "env_laser Entity"
- }
- }
- func_tankrocket:form =
- {
- t_BaseTank = !
- rocketspeed: =
- {
- txt = "&"
- hint = "Projectile speed"
- }
- }
- func_tankairboatgun:form =
- {
- t_BaseTank = !
- airboat_gun_model: =
- {
- txt = "&"
- hint = "Name of a prop_dynamic which is the airboat gun model"
- }
- }
- func_tankapcrocket:form =
- {
- t_BaseTank = !
- rocketspeed: =
- {
- txt = "&"
- hint = "Projectile speed"
- }
- burstcount: =
- {
- txt = "&"
- hint = "Burst shot count"
- }
- input#DeathVolley: =
- {
- txt = "&"
- hint = "Fire a burst of rockets cause we're dying."
- }
- }
- func_tankmortar:form =
- {
- t_BaseTank = !
- iMagnitude: =
- {
- txt = "&"
- hint = "Explosion Magnitude"
- }
- firedelay: =
- {
- txt = "&"
- hint = "Shell travel time"
- }
- firestartsound: =
- {
- txt = "&"
- hint = "Firing start sound"
- }
- fireendsound: =
- {
- txt = "&"
- hint = "Firing end sound"
- }
- incomingsound: =
- {
- txt = "&"
- hint = "Incoming Shell Sound"
- }
- warningtime: =
- {
- txt = "&"
- hint = "Incoming warning time"
- }
- firevariance: =
- {
- txt = "&"
- hint = "Fire time variance"
- }
- input#FireAtWill: =
- {
- txt = "&"
- hint = "Allow tank to fire next shot as soon as ready."
- }
- }
- func_tankphyscannister:form =
- {
- t_BaseTank = !
- barrel_volume: =
- {
- txt = "&"
- hint = "Barrel Volume"
- }
- }
- t_Item:incl =
- {
- t_Targetname = !
- t_Angles = !
- t_Shadow = !
- output#OnPlayerTouch: =
- {
- txt = "&"
- hint = "Fires when the player touches this object"
- }
- }
- item_dynamic_resupply:form =
- {
- t_Item = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Use Master's values"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Is Master"
- }
- DesiredHealth: =
- {
- txt = "&"
- hint = "Desired Health Ratio"
- }
- DesiredArmor: =
- {
- txt = "&"
- hint = "Desired Armor Ratio"
- }
- DesiredAmmoPistol: =
- {
- txt = "&"
- hint = "Desired Pistol Ammo Ratio"
- }
- DesiredAmmoSMG1: =
- {
- txt = "&"
- hint = "Desired SMG1 Ammo Ratio"
- }
- DesiredAmmoSMG1_Grenade: =
- {
- txt = "&"
- hint = "Desired SMG1 Grenade Ammo Ratio"
- }
- DesiredAmmoAR2: =
- {
- txt = "&"
- hint = "Desired AR2 Ammo Ratio"
- }
- DesiredAmmoBuckshot: =
- {
- txt = "&"
- hint = "Desired Shotgun Ammo Ratio"
- }
- DesiredAmmoRPG_Round: =
- {
- txt = "&"
- hint = "Desired RPG Ammo Ratio"
- }
- DesiredAmmoGrenade: =
- {
- txt = "&"
- hint = "Desired Grenade Ammo Ratio"
- }
- DesiredAmmo357: =
- {
- txt = "&"
- hint = "Desired 357 Ammo Ratio"
- }
- DesiredAmmoCrossbow: =
- {
- txt = "&"
- hint = "Desired Crossbow Ammo Ratio"
- }
- input#CalculateType: =
- {
- txt = "&"
- hint = "Force the dynamic resupply to calculate which item it should s"
- "pawn."
- }
- input#BecomeMaster: =
- {
- txt = "&"
- hint = "Make this resupply the master resupply. All other resupplies s"
- "et to Use Master's Values will now use this resupply's values."
- }
- }
- item_ammo_pistol:form =
- {
- t_Item = !
- }
- item_ammo_pistol_large:form =
- {
- t_Item = !
- }
- item_ammo_smg1:form =
- {
- t_Item = !
- }
- item_ammo_smg1_large:form =
- {
- t_Item = !
- }
- item_ammo_ar2:form =
- {
- t_Item = !
- }
- item_ammo_ar2_large:form =
- {
- t_Item = !
- }
- item_ammo_357:form =
- {
- t_Item = !
- }
- item_ammo_357_large:form =
- {
- t_Item = !
- }
- item_ammo_crossbow:form =
- {
- t_Item = !
- }
- item_box_buckshot:form =
- {
- t_Item = !
- }
- item_rpg_round:form =
- {
- t_Item = !
- }
- item_ammo_smg1_grenade:form =
- {
- t_Item = !
- }
- item_battery:form =
- {
- t_Item = !
- }
- item_healthkit:form =
- {
- t_Item = !
- }
- item_healthvial:form =
- {
- t_Item = !
- }
- item_ammo_ar2_altfire:form =
- {
- t_Item = !
- }
- item_suit:form =
- {
- t_Item = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Short Logon"
- }
- }
- item_ammo_crate:form =
- {
- t_Targetname = !
- t_Angles = !
- AmmoType: =
- {
- txt = "&"
- hint = "Ammo Type"
- typ = "C"
- items = "Pistol"$0D"SMG1"$0D"AR2"$0D"RPG Rounds"$0D"Buckshot"$0D"Grena"
- "des"$0D"357"$0D"XBowBolt"$0D"AR2 Alt-Fire Round"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"
- }
- input#Kill: =
- {
- txt = "&"
- hint = "Remove the ammo crate"
- }
- output#OnUsed: =
- {
- txt = "&"
- hint = "Fires when +used by the player."
- }
- }
- item_item_crate:form =
- {
- t_BasePropPhysics = !
- t_Targetname = !
- t_Angles = !
- t_DamageFilter = !
- CrateType: =
- {
- txt = "&"
- hint = "Crate Contains"
- typ = "C"
- items = "Contains specified item"
- values = "0"
- }
- ItemClass: =
- {
- txt = "&"
- hint = "Item Type"
- }
- ItemCount: =
- {
- txt = "&"
- hint = "Item Count"
- }
- input#Kill: =
- {
- txt = "&"
- hint = "Remove the item crate"
- }
- input#Break: =
- {
- txt = "&"
- hint = "Breaks the breakable."
- }
- input#SetHealth: =
- {
- txt = "&"
- hint = "Sets a new value for 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."
- }
- output#OnBreak: =
- {
- txt = "&"
- hint = "Fires when broken."
- }
- output#OnHealthChanged: =
- {
- txt = "&"
- hint = "Fires when the health of this breakable changes, passing the n"
- "ew value of health as a percentage of max health, from [0..1]."
- }
- }
- item_healthcharger:form =
- {
- t_Targetname = !
- t_Angles = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum light level"
- }
- output#OutRemainingHealth: =
- {
- txt = "&"
- hint = "Remaining Health."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player +USEs the charger."
- }
- }
- item_suitcharger:form =
- {
- t_Targetname = !
- t_Angles = !
- _minlight: =
- {
- txt = "&"
- hint = "Minimum light level"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8192"
- cap = "Citadel recharger"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X16384"
- cap = "Kleiner's recharger"
- }
- input#Recharge: =
- {
- txt = "&"
- hint = "Recharge to full"
- }
- output#OutRemainingCharge: =
- {
- txt = "&"
- hint = "Remaining Charge."
- }
- output#OnHalfEmpty: =
- {
- txt = "&"
- hint = "Half-Empty"
- }
- output#OnEmpty: =
- {
- txt = "&"
- hint = "Empty"
- }
- output#OnFull: =
- {
- txt = "&"
- hint = "Recharged to full."
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fired when the player +USEs the charger."
- }
- }
- t_Weapon:incl =
- {
- t_Targetname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start constrained"
- }
- output#OnPlayerUse: =
- {
- txt = "&"
- hint = "Fires when the player +uses this weapon"
- }
- output#OnPlayerPickup: =
- {
- txt = "&"
- hint = "Fires when the player picks up this weapon"
- }
- output#OnNPCPickup: =
- {
- txt = "&"
- hint = "Fires when an NPC picks up this weapon"
- }
- }
- weapon_crowbar:form =
- {
- t_Weapon = !
- }
- weapon_stunstick:form =
- {
- t_Weapon = !
- }
- weapon_pistol:form =
- {
- t_Weapon = !
- }
- weapon_ar2:form =
- {
- t_Weapon = !
- }
- weapon_rpg:form =
- {
- t_Weapon = !
- }
- weapon_smg1:form =
- {
- t_Weapon = !
- }
- weapon_357:form =
- {
- t_Weapon = !
- }
- weapon_crossbow:form =
- {
- t_Weapon = !
- }
- weapon_shotgun:form =
- {
- t_Weapon = !
- }
- weapon_frag:form =
- {
- t_Weapon = !
- }
- weapon_physcannon:form =
- {
- t_Weapon = !
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Start without grab functionality."
- }
- input#EnableGrab: =
- {
- txt = "&"
- hint = "Enable the grab functionality."
- }
- }
- weapon_bugbait:form =
- {
- t_Weapon = !
- }
- weapon_alyxgun:form =
- {
- t_Weapon = !
- }
- weapon_annabelle:form =
- {
- t_Weapon = !
- }
- trigger_rpgfire:form =
- {
- t_Trigger = !
- output#OnTrigger: =
- {
- txt = "&"
- hint = "Fires while the trigger is activated"
- }
- }
- trigger_vphysics_motion:form =
- {
- t_Trigger = !
- spawnflags: =
- {
- txt = "&"
- typ = "X4096"
- cap = "Can move (through hierarchical attachment)"
- }
- StartDisabled: =
- {
- txt = "&"
- hint = "Start Disabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- filtername: =
- {
- txt = "&"
- hint = "Filter Name"
- }
- SetGravityScale: =
- {
- txt = "&"
- hint = "Scale gravity of objects in the field."
- }
- input#SetGravityScale: =
- {
- txt = "&"
- hint = "Scale gravity of objects in the field."
- }
- SetAdditionalAirDensity: =
- {
- txt = "&"
- hint = "Additional air density for drag"
- }
- input#SetAdditionalAirDensity: =
- {
- txt = "&"
- hint = "Additional air density for drag"
- }
- SetVelocityLimit: =
- {
- txt = "&"
- hint = "Max velocity in field (0 disables)"
- }
- input#SetVelocityLimit: =
- {
- txt = "&"
- hint = "Max velocity in field."
- }
- SetVelocityLimitDelta: =
- {
- txt = "&"
- hint = "Max amount to reduce velocity per second when it exceeds the v"
- "elocity limit (0 disables)"
- }
- input#SetVelocityLimitDelta: =
- {
- txt = "&"
- hint = "Max amount to reduce velocity per second"
- }
- input#SetVelocityLimitTime: =
- {
- txt = "&"
- hint = "Accepts two arguments: the first is the new velocity limit, th"
- "e second is the time it takes to ramp to that value"
- }
- SetVelocityScale: =
- {
- txt = "&"
- hint = "Velocity scale/drag"
- }
- input#SetVelocityScale: =
- {
- txt = "&"
- hint = "Velocity scale/drag"
- }
- SetAngVelocityLimit: =
- {
- txt = "&"
- hint = "Max angular velocity in field (degrees/s, 0 disables)"
- }
- input#SetAngVelocityLimit: =
- {
- txt = "&"
- hint = "Max angular velocity in field."
- }
- SetAngVelocityScale: =
- {
- txt = "&"
- hint = "Angular Velocity scale/drag"
- }
- input#SetAngVelocityScale: =
- {
- txt = "&"
- hint = "Angular Velocity scale/drag"
- }
- SetLinearForce: =
- {
- txt = "&"
- hint = "Linear force (0 disables)"
- }
- input#SetLinearForce: =
- {
- txt = "&"
- hint = "Linear force (0 disables)"
- }
- SetLinearForceAngles: =
- {
- txt = "&"
- hint = "Direction of linear force (Pitch Yaw Roll (Y Z X))"
- }
- ParticleTrailMaterial: =
- {
- txt = "&"
- hint = "Particle Trail Material"
- }
- ParticleTrailLifetime: =
- {
- txt = "&"
- hint = "Particle Trail Lifetime"
- }
- ParticleTrailStartSize: =
- {
- txt = "&"
- hint = "Particle Trail Starting Sprite Size"
- }
- ParticleTrailEndSize: =
- {
- txt = "&"
- hint = "Particle Trail Ending Sprite Size"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the trigger."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the trigger."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle enable/disable."
- }
- }
- point_bugbait:form =
- {
- t_Targetname = !
- Enabled: =
- {
- txt = "&"
- hint = "Start Enabled"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Do not call antlions to position"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Don't activate on thrown bugbait splashes"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Don't activate on squeezed bugbait"
- }
- radius: =
- {
- txt = "&"
- hint = "Sensor Radius"
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable the sensor."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable the sensor."
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle the sensor."
- }
- output#OnBaited: =
- {
- txt = "&"
- hint = "Fires when bugbait lands within a radius of the sensor"
- }
- }
- weapon_brickbat:form =
- {
- t_Weapon = !
- BrickbatType: =
- {
- txt = "&"
- hint = "BrickbatType"
- typ = "C"
- items = "Rock"$0D"Beer Bottle"$0D"Headcrab"$0D"Cremator Head"
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- }
- path_corner:form =
- {
- t_Targetname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Wait for retrigger"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Teleport to THIS path_corner"
- }
- target: =
- {
- txt = "&"
- hint = "Next stop target"
- }
- wait: =
- {
- txt = "&"
- hint = "Wait here (secs)"
- }
- speed: =
- {
- txt = "&"
- hint = "New Train Speed"
- }
- yaw_speed: =
- {
- txt = "&"
- hint = "New Train rot. Speed"
- }
- input#SetNextPathCorner: =
- {
- txt = "&"
- hint = "Sets next pathcorner"
- }
- output#OnPass: =
- {
- txt = "&"
- hint = "Fires when a path follower passes this point"
- }
- }
- path_corner_crash:form =
- {
- t_Targetname = !
- target: =
- {
- txt = "&"
- hint = "Next stop target"
- }
- }
- player_loadsaved:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Targetname = !
- duration: =
- {
- txt = "&"
- hint = "Fade Duration (seconds)"
- }
- holdtime: =
- {
- txt = "&"
- hint = "Hold Fade (seconds)"
- }
- renderamt: =
- {
- txt = "&"
- hint = "Fade Alpha"
- }
- rendercolor: =
- {
- txt = "&"
- hint = "Fade Color (R G B)"
- }
- loadtime: =
- {
- txt = "&"
- hint = "Reload delay"
- }
- input#Reload: =
- {
- txt = "&"
- hint = "Ends this game and reloads"
- }
- }
- player_weaponstrip:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Targetname = !
- input#Strip: =
- {
- txt = "&"
- hint = "Strip player's weapons"
- }
- input#StripWeaponsAndSuit: =
- {
- txt = "&"
- hint = "Strip player's weapons and his suit"
- }
- }
- player_speedmod:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- t_Targetname = !
- input#ModifySpeed: =
- {
- txt = "&"
- hint = "Modifies player speed by X ammount."
- }
- }
- logic_choreographed_scene:form =
- {
- t_Targetname = !
- SceneFile: =
- {
- txt = "&"
- hint = "Scene file"
- }
- target1: =
- {
- txt = "&"
- hint = "Target 1"
- }
- target2: =
- {
- txt = "&"
- hint = "Target 2"
- }
- target3: =
- {
- txt = "&"
- hint = "Target 3"
- }
- target4: =
- {
- txt = "&"
- hint = "Target 4"
- }
- target5: =
- {
- txt = "&"
- hint = "Target 5"
- }
- target6: =
- {
- txt = "&"
- hint = "Target 6"
- }
- target7: =
- {
- txt = "&"
- hint = "Target 7"
- }
- target8: =
- {
- txt = "&"
- hint = "Target 8"
- }
- busyactor: =
- {
- txt = "&"
- hint = "If an Actor is talking..."
- typ = "C"
- items = "Default"$0D"Wait for actor to finish"
- values = "0"$0D"1"
- }
- input#Start: =
- {
- txt = "&"
- hint = "Starts playback of the scene file"
- }
- input#Pause: =
- {
- txt = "&"
- hint = "Pauses playback of the scene file"
- }
- input#Resume: =
- {
- txt = "&"
- hint = "Resumes playback of the scene if it has been paused"
- }
- input#Cancel: =
- {
- txt = "&"
- hint = "Cancels playback of the scene"
- }
- input#InterjectResponse: =
- {
- txt = "&"
- hint = "Finds an actor who can respond to the specified concept string"
- " while the scene continues playing"
- }
- input#StopWaitingForActor: =
- {
- txt = "&"
- hint = "Stop waiting on an actor to stop talking."
- }
- output#OnStart: =
- {
- txt = "&"
- hint = "The scene has started"
- }
- output#OnCompletion: =
- {
- txt = "&"
- hint = "The scene has completed"
- }
- output#OnCanceled: =
- {
- txt = "&"
- hint = "The scene has been canceled"
- }
- output#OnTrigger1: =
- {
- txt = "&"
- hint = "Scene trigger 1"
- }
- output#OnTrigger2: =
- {
- txt = "&"
- hint = "Scene trigger 2"
- }
- output#OnTrigger3: =
- {
- txt = "&"
- hint = "Scene trigger 3"
- }
- output#OnTrigger4: =
- {
- txt = "&"
- hint = "Scene trigger 4"
- }
- output#OnTrigger5: =
- {
- txt = "&"
- hint = "Scene trigger 5"
- }
- output#OnTrigger6: =
- {
- txt = "&"
- hint = "Scene trigger 6"
- }
- output#OnTrigger7: =
- {
- txt = "&"
- hint = "Scene trigger 7"
- }
- output#OnTrigger8: =
- {
- txt = "&"
- hint = "Scene trigger 8"
- }
- }
- ai_sound:form =
- {
- t_Targetname = !
- t_Parentname = !
- input#InsertSound: =
- {
- txt = "&"
- hint = "Insert a sound in the AI sound list"
- }
- soundtype: =
- {
- txt = "&"
- hint = "Sound Type"
- typ = "C"
- items = "Combat"$0D"World"$0D"Danger"$0D"Bullet Impact"$0D"Carcass"$0D
- "Meat"$0D"Garbage"$0D"Thumper"$0D"Readiness - Low"$0D"Readiness - Med"
- "ium"$0D"Readiness - High"
- values = "1"$0D"2"$0D"8"$0D"16"$0D"32"$0D"64"$0D"128"$0D"256"$0D"16384"
- $0D"32768"$0D"65536"
- }
- locationproxy: =
- {
- txt = "&"
- hint = "Location Proxy"
- }
- }
- env_rotorwash:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Ignore solid"
- }
- input#DoEffect: =
- {
- txt = "&"
- hint = "Make a rotor puff"
- }
- }
- combine_mine:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- bounce: =
- {
- txt = "&"
- hint = "Bounce"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- LockSilently: =
- {
- txt = "&"
- hint = "Lock Silently"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- StartDisarmed: =
- {
- txt = "&"
- hint = "Start Disarmed"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#Disarm: =
- {
- txt = "&"
- hint = "Disarm this mine (open hooks and shut off) if not placed by pl"
- "ayer."
- }
- output#OnPulledUp: =
- {
- txt = "&"
- hint = "Fires when this mine is uprooted with physgun"
- }
- }
- env_ar2explosion:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- input#Explode: =
- {
- txt = "&"
- hint = "Make the explosion effect."
- }
- material: =
- {
- txt = "&"
- hint = "Particle Material"
- typ = "ET"
- Cap = "texture..."
- }
- }
- env_starfield:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on"
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off"
- }
- input#SetDensity: =
- {
- txt = "&"
- hint = "Set the density of the starfield. It's a multiplier, so 1 is t"
- "he default."
- }
- }
- env_flare:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- scale: =
- {
- txt = "&"
- hint = "Scale"
- }
- duration: =
- {
- txt = "&"
- hint = "Duration"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No DLight"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "No Smoke"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X4"
- cap = "Infinite"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X8"
- cap = "Start off"
- }
- input#Start: =
- {
- txt = "&"
- hint = "Start"
- }
- input#Die: =
- {
- txt = "&"
- hint = "Die"
- }
- input#Launch: =
- {
- txt = "&"
- hint = "Launch the flare forward with the specified speed."
- }
- }
- env_muzzleflash:form =
- {
- t_Targetname = !
- t_Parentname = !
- t_Angles = !
- parentattachment: =
- {
- txt = "&"
- hint = "Parent Attachment"
- }
- scale: =
- {
- txt = "&"
- hint = "Scale"
- }
- input#Fire: =
- {
- txt = "&"
- hint = "Fires the effect once."
- }
- }
- env_terrainmorph:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Targetname = !
- t_Parentname = !
- startradius: =
- {
- txt = "&"
- hint = "Start Radius"
- }
- goalradius: =
- {
- txt = "&"
- hint = "Goal Radius"
- }
- duration: =
- {
- txt = "&"
- hint = "Duration"
- }
- fraction: =
- {
- txt = "&"
- hint = "Displacement Fraction"
- }
- input#BeginMorph: =
- {
- txt = "&"
- hint = "Begin Morph"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Instant"
- }
- }
- point_camera:form =
- {
- t_Parentname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Start Off"
- }
- targetname: =
- {
- txt = "&"
- hint = "Name"
- }
- FOV: =
- {
- txt = "&"
- hint = "FOV"
- }
- UseScreenAspectRatio: =
- {
- txt = "&"
- hint = "Screen Aspect Ratio"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogEnable: =
- {
- txt = "&"
- hint = "Fog Enable"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- fogColor: =
- {
- txt = "&"
- hint = "Fog Color"
- }
- fogStart: =
- {
- txt = "&"
- hint = "Fog Start"
- }
- fogEnd: =
- {
- txt = "&"
- hint = "Fog End"
- }
- input#ChangeFOV: =
- {
- txt = "&"
- hint = "Changes camera's FOV over time"
- }
- input#SetOnAndTurnOthersOff: =
- {
- txt = "&"
- hint = "Turn the camera on, and turn all other cameras off."
- }
- input#SetOn: =
- {
- txt = "&"
- hint = "Turn the camera on."
- }
- input#SetOff: =
- {
- txt = "&"
- hint = "Turn the camera off."
- }
- }
- func_monitor:form =
- {
- t_func_brush = !
- target: =
- {
- txt = "&"
- hint = "Camera name"
- }
- input#Toggle: =
- {
- txt = "&"
- hint = "Toggle - If on, turn off, if off, turn on."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Enable."
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Disable."
- }
- input#SetCamera: =
- {
- txt = "&"
- hint = "Sets the camera to use for this monitor. Takes the name of a p"
- "oint_camera entity in the map."
- }
- }
- t_BaseVehicle:incl =
- {
- t_Targetname = !
- t_Origin = !
- t_Global = !
- t_prop_static_base = !
- vehiclescript: =
- {
- txt = "&"
- hint = "Vehicle Script File"
- }
- actionScale: =
- {
- txt = "&"
- hint = "Scale of action input / framerate"
- }
- input#Action: =
- {
- txt = "&"
- hint = "Set the speed of the action animation"
- }
- input#TurnOn: =
- {
- txt = "&"
- hint = "Turn on: Start engine & enable throttle"
- }
- input#TurnOff: =
- {
- txt = "&"
- hint = "Turn off: Stop engine, disable throttle, engage brakes."
- }
- input#Lock: =
- {
- txt = "&"
- hint = "Prevent the player from entering or exiting the vehicle."
- }
- input#Unlock: =
- {
- txt = "&"
- hint = "Re-allow the player to enter or exit the vehicle."
- }
- }
- t_BaseDriveableVehicle:incl =
- {
- t_BaseVehicle = !
- VehicleLocked: =
- {
- txt = "&"
- hint = "Start locked"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- output#PlayerOn: =
- {
- txt = "&"
- hint = "Player entered the vehicle"
- }
- output#PlayerOff: =
- {
- txt = "&"
- hint = "Player exited the vehicle"
- }
- output#PressedAttack: =
- {
- txt = "&"
- hint = "Player Pressed attack key"
- }
- output#PressedAttack2: =
- {
- txt = "&"
- hint = "Player Pressed attack2 key"
- }
- output#AttackAxis: =
- {
- txt = "&"
- hint = "State of attack button [0,1]"
- }
- output#Attack2Axis: =
- {
- txt = "&"
- hint = "State of attack2 button [0,1]"
- }
- input#HandBrakeOn: =
- {
- txt = "&"
- hint = "Turns the handbrake on"
- }
- input#HandBrakeOff: =
- {
- txt = "&"
- hint = "Releases the handbrake"
- }
- }
- prop_vehicle:form =
- {
- t_BaseVehicle = !
- input#Steer: =
- {
- txt = "&"
- hint = "Steer the vehicle +/-1"
- }
- input#Throttle: =
- {
- txt = "&"
- hint = "Throttle +/-1"
- }
- }
- prop_vehicle_driveable:form =
- {
- t_BaseDriveableVehicle = !
- }
- point_apc_controller:form =
- {
- t_Targetname = !
- t_Angles = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "Active"
- }
- yawrate: =
- {
- txt = "&"
- hint = "Yaw rate"
- }
- yawtolerance: =
- {
- txt = "&"
- hint = "Yaw tolerance"
- }
- pitchrate: =
- {
- txt = "&"
- hint = "Pitch rate"
- }
- pitchtolerance: =
- {
- txt = "&"
- hint = "Pitch tolerance"
- }
- rotatestartsound: =
- {
- txt = "&"
- hint = "Rotate Start Sound"
- }
- rotatesound: =
- {
- txt = "&"
- hint = "Rotate Loop Sound"
- }
- rotatestopsound: =
- {
- txt = "&"
- hint = "Rotate Stop Sound"
- }
- minRange: =
- {
- txt = "&"
- hint = "Minmum target range"
- }
- maxRange: =
- {
- txt = "&"
- hint = "Maximum target range"
- }
- targetentityname: =
- {
- txt = "&"
- hint = "Name of entity I should follow/attack"
- }
- input#Activate: =
- {
- txt = "&"
- hint = "Turn the APC rockets on"
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Turn the APC rockets off (go dormant)"
- }
- output#OnFireAtTarget: =
- {
- txt = "&"
- hint = "Fires when a valid target is found and the APC should shoot ro"
- "ckets"
- }
- }
- prop_vehicle_apc:form =
- {
- t_BaseDriveableVehicle = !
- missilehint: =
- {
- txt = "&"
- hint = "Missile Hint Target"
- }
- input#FireMissileAt: =
- {
- txt = "&"
- hint = "A target to fire a missile at"
- }
- input#Destroy: =
- {
- txt = "&"
- hint = "Causes the APC to blow up."
- }
- output#OnFiredMissile: =
- {
- txt = "&"
- hint = "Fired when the APC shoots a missile."
- }
- output#OnDeath: =
- {
- txt = "&"
- hint = "Fired when the APC is killed."
- }
- }
- info_apc_missile_hint:form =
- {
- t_Targetname = !
- t_Origin = !
- t_Angles = !
- t_EnableDisable = !
- target: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- }
- prop_vehicle_jeep:form =
- {
- t_BaseDriveableVehicle = !
- input#StartRemoveTauCannon: =
- {
- txt = "&"
- hint = "Start the tau removal sequence."
- }
- input#FinishRemoveTauCannon: =
- {
- txt = "&"
- hint = "Finish the tau removal sequence."
- }
- }
- vehicle_viewcontroller:form =
- {
- t_BaseDriveableVehicle = !
- input#ForcePlayerIn: =
- {
- txt = "&"
- hint = "Force the player into the vehicle. The animation to use can be"
- " specified in the parameter. Without a parameter, the player just te"
- "leports."
- }
- input#ForcePlayerOut: =
- {
- txt = "&"
- hint = "Force the player out of the vehicle."
- }
- }
- prop_vehicle_airboat:form =
- {
- t_BaseDriveableVehicle = !
- t_modelselect = !
- vehiclescript: =
- {
- txt = "&"
- hint = "Vehicle Script File"
- }
- EnableGun: =
- {
- txt = "&"
- hint = "Has Gun"
- typ = "C"
- items = "No"$0D"Yes"
- values = "0"$0D"1"
- }
- input#EnableGun: =
- {
- txt = "&"
- hint = "Enables or disables the airboat gun and associated crosshair."
- }
- input#InputStartRotorWashForces: =
- {
- txt = "&"
- hint = "The airboat will start to be blown around by the helicopter ro"
- "tor wash."
- }
- input#InputStopRotorWashForces: =
- {
- txt = "&"
- hint = "The airboat will no longer be blown around by the helicopter r"
- "otor wash."
- }
- }
- prop_vehicle_cannon:form =
- {
- t_BaseDriveableVehicle = !
- }
- prop_vehicle_crane:form =
- {
- t_BaseDriveableVehicle = !
- magnetname: =
- {
- txt = "&"
- hint = "Magnet entity"
- }
- input#ForcePlayerIn: =
- {
- txt = "&"
- hint = "Force the player to get into the crane. Only works in singlepl"
- "ayer."
- }
- }
- prop_vehicle_prisoner_pod:form =
- {
- t_BaseDriveableVehicle = !
- t_Parentname = !
- t_modelselect = !
- vehiclescript: =
- {
- txt = "&"
- hint = "Vehicle Script File"
- }
- input#Open: =
- {
- txt = "&"
- hint = "Plays the pod's open animation and unlocks the pod for entry o"
- "r exit."
- }
- input#Close: =
- {
- txt = "&"
- hint = "Plays the pod's close animation and locks the pod for entry or"
- " exit."
- }
- input#EnterVehicle: =
- {
- txt = "&"
- hint = "Forces the activator (or player) into the pod."
- }
- input#EnterVehicleImmediate: =
- {
- txt = "&"
- hint = "Forces the activator (or player) into the pod without enter/ex"
- "it animations."
- }
- input#ExitVehicle: =
- {
- txt = "&"
- hint = "Boots the prisoner out of the pod."
- }
- output#OnOpen: =
- {
- txt = "&"
- hint = "Fired when the pod is open enough to enter."
- }
- output#OnClose: =
- {
- txt = "&"
- hint = "Fired when the pod too closed to enter."
- }
- }
- phys_constraintsystem:form =
- {
- t_Targetname = !
- }
- env_speaker:form =
- {
- t_BaseSpeaker = !
- }
- script_tauremoval:form =
- {
- t_Angles = !
- t_Targetname = !
- t_Parentname = !
- vortigaunt: =
- {
- txt = "&"
- hint = "Vortigaunt to use"
- }
- input#StartScript: =
- {
- txt = "&"
- hint = "Start the script."
- }
- input#RemoveTau: =
- {
- txt = "&"
- hint = "Start removing the Tau cannon now."
- }
- }
- script_intro:form =
- {
- t_Targetname = !
- input#Activate: =
- {
- txt = "&"
- hint = "Take control of the player's view and start blending the two s"
- "cenes."
- }
- input#Deactivate: =
- {
- txt = "&"
- hint = "Stop controlling the view."
- }
- input#SetCameraViewEntity: =
- {
- txt = "&"
- hint = "Set the viewpoint to blend with the player's viewpoint."
- }
- input#SetBlendMode: =
- {
- txt = "&"
- hint = "Set the blending mode to use."
- }
- input#SetFOV: =
- {
- txt = "&"
- hint = "Set the fov for the second camera."
- }
- input#SetNextFOV: =
- {
- txt = "&"
- hint = "Set the FOV to blend to over time. Follow this with a SetFOVBl"
- "endTime input to start the fov blend."
- }
- input#SetFOVBlendTime: =
- {
- txt = "&"
- hint = "Set the amount of time it should take to blend to the next fov"
- " target, and start blending."
- }
- input#SetNextBlendMode: =
- {
- txt = "&"
- hint = "Set the blending mode to blend to over time. Follow this with "
- "a SetNextBlendTime input to start the mode blend."
- }
- input#SetNextBlendTime: =
- {
- txt = "&"
- hint = "Set the amount of time it should take to blend to the next mod"
- "e, and start blending."
- }
- input#FadeTo: =
- {
- txt = "&"
- hint = "Fade to a specific alpha amount of an amount of time. Paramete"
- "rs: <alpha> <duration>"
- }
- input#SetFadeColor: =
- {
- txt = "&"
- hint = "Set the fade color. Parameters: <Red> <Green> <Blue>"
- }
- }
- env_citadel_energy_core:form =
- {
- t_Angles = !
- t_Targetname = !
- t_Parentname = !
- spawnflags: =
- {
- txt = "&"
- typ = "X1"
- cap = "No small particles"
- }
- spawnflags: =
- {
- txt = "&"
- typ = "X2"
- cap = "Start on"
- }
- scale: =
- {
- txt = "&"
- hint = "Scale"
- }
- input#StartCharge: =
- {
- txt = "&"
- hint = "Start charging the core over specified number of seconds."
- }
- input#StartDischarge: =
- {
- txt = "&"
- hint = "Start discharging the core over specified number of seconds."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Stops the effect at any point."
- }
- }
- env_alyxemp:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- t_Angles = !
- t_Targetname = !
- t_Parentname = !
- Type: =
- {
- txt = "&"
- hint = "EMP Type"
- typ = "C"
- items = "Small"$0D"Large"
- values = "0"$0D"1"
- }
- EndTargetName: =
- {
- txt = "&"
- hint = "Target Entity"
- }
- input#StartCharge: =
- {
- txt = "&"
- hint = "Start charging the effect over specified number of seconds."
- }
- input#StartDischarge: =
- {
- txt = "&"
- hint = "Start discharging the effect over specified number of seconds."
- }
- input#Stop: =
- {
- txt = "&"
- hint = "Stops the effect at any point."
- }
- input#SetTargetEnt: =
- {
- txt = "&"
- hint = "Sets the target entity for the effect."
- }
- }
- test_sidelist:form =
- {
- sides: =
- {
- txt = "&"
- hint = "Sides"
- }
- }
- info_teleporter_countdown:form =
- {
- t_Targetname = !
- input#StartCountdown: =
- {
- txt = "&"
- hint = "Starts the teleporter countdown. Requires an argument which is"
- " the number of seconds for the countdown."
- }
- input#StopCountdown: =
- {
- txt = "&"
- hint = "Stops the countdown permanently"
- }
- input#Disable: =
- {
- txt = "&"
- hint = "Pauses the countdown due to a temporary malfunction. A warning"
- " sign will appear on the linked vgui screens."
- }
- input#Enable: =
- {
- txt = "&"
- hint = "Restarts the countdown since the malfunction is finished."
- }
- }
- }
- }
-