From d7d05952271ac98a49bd6cbac017af9cbdb02238 Mon Sep 17 00:00:00 2001 From: Mikk Date: Mon, 11 Mar 2024 16:37:49 -0300 Subject: [PATCH] Update wiki --- docs/entities.html | 3 +- docs/entities/Point/aiscripted_sequence.html | 101 +- docs/entities/Point/ambient_generic.html | 168 +- docs/entities/Point/ambient_music.html | 97 +- docs/entities/Point/ammo_357.html | 170 +- docs/entities/Point/ammo_556.html | 170 +- docs/entities/Point/ammo_762.html | 170 +- docs/entities/Point/ammo_9mmar.html | 170 +- docs/entities/Point/ammo_9mmbox.html | 171 +- docs/entities/Point/ammo_9mmclip.html | 170 +- docs/entities/Point/ammo_all.html | 105 +- docs/entities/Point/ammo_argrenades.html | 170 +- docs/entities/Point/ammo_buckshot.html | 170 +- docs/entities/Point/ammo_crossbow.html | 170 +- docs/entities/Point/ammo_gaussclip.html | 170 +- docs/entities/Point/ammo_generic.html | 172 +- docs/entities/Point/ammo_rpgclip.html | 176 +- docs/entities/Point/ammo_spore.html | 170 +- docs/entities/Point/cycler.html | 104 +- docs/entities/Point/cycler_sprite.html | 104 +- docs/entities/Point/env_beam.html | 143 +- docs/entities/Point/env_beverage.html | 87 +- docs/entities/Point/env_blood.html | 81 +- docs/entities/Point/env_blowercannon.html | 118 +- docs/entities/Point/env_electrified_wire.html | 93 +- docs/entities/Point/env_explosion.html | 77 +- docs/entities/Point/env_fade.html | 80 +- docs/entities/Point/env_fog.html | 78 +- docs/entities/Point/env_funnel.html | 70 +- docs/entities/Point/env_global.html | 82 +- docs/entities/Point/env_glow.html | 101 +- docs/entities/Point/env_laser.html | 95 +- docs/entities/Point/env_message.html | 115 +- docs/entities/Point/env_render.html | 102 +- docs/entities/Point/env_rope.html | 75 +- docs/entities/Point/env_shake.html | 78 +- docs/entities/Point/env_shooter.html | 132 +- docs/entities/Point/env_sound.html | 131 +- docs/entities/Point/env_spark.html | 75 +- docs/entities/Point/env_sprite.html | 107 +- docs/entities/Point/env_spritetrain.html | 84 +- docs/entities/Point/env_warpball.html | 79 +- docs/entities/Point/game_counter.html | 109 +- docs/entities/Point/game_counter_set.html | 74 +- docs/entities/Point/game_end.html | 70 +- docs/entities/Point/game_player_equip.html | 72 +- docs/entities/Point/game_player_hurt.html | 74 +- docs/entities/Point/gibshooter.html | 76 +- docs/entities/Point/info_intermission.html | 125 +- docs/entities/Point/info_landmark.html | 69 +- docs/entities/Point/info_node.html | 44 +- docs/entities/Point/info_node_air.html | 44 +- docs/entities/Point/info_null.html | 45 +- docs/entities/Point/infodecal.html | 47 +- docs/entities/Point/pitworm_gibshooter.html | 76 +- docs/entities/Point/scripted_sequence.html | 141 +- docs/entities/Point/trigger_auto.html | 158 +- docs/entities/Point/trigger_changetarget.html | 106 +- docs/entities/Point/trigger_relay.html | 137 +- docs/entities/Solid/button_target.html | 144 +- docs/entities/Solid/env_bubbles.html | 76 +- docs/entities/Solid/func_breakable.html | 175 +- docs/entities/Solid/func_button.html | 114 +- docs/entities/Solid/func_conveyor.html | 120 +- docs/entities/Solid/func_door.html | 109 +- docs/entities/Solid/func_door_rotating.html | 189 +- docs/entities/Solid/func_guntarget.html | 123 +- docs/entities/Solid/func_healthcharger.html | 86 +- docs/entities/Solid/func_ladder.html | 45 +- docs/entities/Solid/func_monsterclip.html | 45 +- docs/entities/Solid/func_pushable.html | 186 +- docs/entities/Solid/func_recharge.html | 86 +- docs/entities/Solid/func_tankcontrols.html | 70 +- docs/entities/Solid/func_traincontrols.html | 70 +- docs/entities/Solid/func_wall.html | 78 +- docs/entities/Solid/func_wall_toggle.html | 149 +- docs/entities/Solid/func_water.html | 193 +- docs/entities/Solid/momentary_door.html | 109 +- docs/entities/Solid/trigger_autosave.html | 46 +- docs/entities/Solid/trigger_gravity.html | 112 +- docs/entities/Solid/trigger_hurt.html | 124 +- docs/entities/Solid/trigger_monsterjump.html | 81 +- docs/entities/Solid/trigger_once.html | 88 +- docs/entities/Solid/trigger_transition.html | 69 +- docs/entities/Solid/worldspawn.html | 43 +- docs/entities_update.html | 106 + docs/scripts/jsonview.css | 186 + docs/scripts/jsonview.js | 60 + docs/styles.css | 21 + entitydata/BaseClass.json | 1321 ++++++ entitydata/BaseClass/BaseClass.json | 3554 ----------------- .../PointClass/aiscripted_sequence.json | 12 +- entitydata/PointClass/ambient_generic.json | 334 +- entitydata/PointClass/ambient_music.json | 103 +- entitydata/PointClass/ammo_357.json | 15 +- entitydata/PointClass/ammo_556.json | 15 +- entitydata/PointClass/ammo_762.json | 15 +- entitydata/PointClass/ammo_9mmar.json | 15 +- entitydata/PointClass/ammo_9mmbox.json | 9 +- entitydata/PointClass/ammo_9mmclip.json | 15 +- entitydata/PointClass/ammo_all.json | 10 +- entitydata/PointClass/ammo_argrenades.json | 15 +- entitydata/PointClass/ammo_buckshot.json | 15 +- entitydata/PointClass/ammo_crossbow.json | 15 +- entitydata/PointClass/ammo_gaussclip.json | 15 +- entitydata/PointClass/ammo_generic.json | 27 +- entitydata/PointClass/ammo_rpgclip.json | 34 +- entitydata/PointClass/ammo_spore.json | 15 +- entitydata/PointClass/cycler.json | 24 +- entitydata/PointClass/cycler_sprite.json | 24 +- entitydata/PointClass/env_beam.json | 176 +- entitydata/PointClass/env_beverage.json | 61 +- entitydata/PointClass/env_blood.json | 67 +- entitydata/PointClass/env_blowercannon.json | 74 +- .../PointClass/env_electrified_wire.json | 45 +- entitydata/PointClass/env_explosion.json | 50 +- entitydata/PointClass/env_fade.json | 44 +- entitydata/PointClass/env_fog.json | 39 +- entitydata/PointClass/env_funnel.json | 18 +- entitydata/PointClass/env_global.json | 79 +- entitydata/PointClass/env_glow.json | 18 +- entitydata/PointClass/env_laser.json | 93 +- entitydata/PointClass/env_message.json | 77 +- entitydata/PointClass/env_render.json | 37 +- entitydata/PointClass/env_rope.json | 10 +- entitydata/PointClass/env_shake.json | 49 +- entitydata/PointClass/env_shooter.json | 48 +- entitydata/PointClass/env_sound.json | 140 +- entitydata/PointClass/env_spark.json | 28 +- entitydata/PointClass/env_sprite.json | 41 +- entitydata/PointClass/env_spritetrain.json | 18 +- entitydata/PointClass/env_warpball.json | 36 +- entitydata/PointClass/game_counter.json | 26 +- entitydata/PointClass/game_counter_set.json | 7 - entitydata/PointClass/game_end.json | 7 +- entitydata/PointClass/game_player_equip.json | 14 +- entitydata/PointClass/game_player_hurt.json | 13 +- entitydata/PointClass/gibshooter.json | 7 +- entitydata/PointClass/info_intermission.json | 11 +- entitydata/PointClass/info_landmark.json | 6 +- entitydata/PointClass/info_node.json | 9 +- entitydata/PointClass/info_node_air.json | 9 +- entitydata/PointClass/info_null.json | 6 +- entitydata/PointClass/infodecal.json | 6 +- entitydata/PointClass/pitworm_gibshooter.json | 7 +- entitydata/PointClass/scripted_sequence.json | 27 +- entitydata/PointClass/trigger_auto.json | 14 +- .../PointClass/trigger_changetarget.json | 14 +- entitydata/PointClass/trigger_relay.json | 6 +- entitydata/SolidClass/button_target.json | 26 +- entitydata/SolidClass/env_bubbles.json | 30 +- entitydata/SolidClass/func_breakable.json | 26 +- entitydata/SolidClass/func_button.json | 53 +- entitydata/SolidClass/func_conveyor.json | 24 +- entitydata/SolidClass/func_door.json | 7 +- entitydata/SolidClass/func_door_rotating.json | 30 +- entitydata/SolidClass/func_guntarget.json | 17 +- entitydata/SolidClass/func_healthcharger.json | 7 +- entitydata/SolidClass/func_ladder.json | 7 +- entitydata/SolidClass/func_monsterclip.json | 7 +- entitydata/SolidClass/func_pushable.json | 47 +- entitydata/SolidClass/func_recharge.json | 7 +- entitydata/SolidClass/func_tankcontrols.json | 7 +- entitydata/SolidClass/func_traincontrols.json | 7 +- entitydata/SolidClass/func_wall.json | 7 +- entitydata/SolidClass/func_wall_toggle.json | 7 +- entitydata/SolidClass/func_water.json | 34 +- entitydata/SolidClass/momentary_door.json | 7 +- entitydata/SolidClass/trigger_autosave.json | 7 +- entitydata/SolidClass/trigger_gravity.json | 13 +- entitydata/SolidClass/trigger_hurt.json | 108 +- .../SolidClass/trigger_monsterjump.json | 13 +- entitydata/SolidClass/trigger_once.json | 7 +- entitydata/SolidClass/trigger_transition.json | 6 +- entitydata/SolidClass/worldspawn.json | 5 +- game/dev/limitlesspotential.fgd | 1731 ++++---- scripts/format_forge_game_data.py | 565 +-- 177 files changed, 10635 insertions(+), 8770 deletions(-) create mode 100644 docs/entities_update.html create mode 100644 docs/scripts/jsonview.css create mode 100644 docs/scripts/jsonview.js create mode 100644 entitydata/BaseClass.json delete mode 100644 entitydata/BaseClass/BaseClass.json delete mode 100644 entitydata/PointClass/game_counter_set.json diff --git a/docs/entities.html b/docs/entities.html index 4aae2f665..3a776d766 100644 --- a/docs/entities.html +++ b/docs/entities.html @@ -17,6 +17,7 @@ +
Updating Entity wiki

Point:

aiscripted_sequence
@@ -61,7 +62,6 @@

Point:

env_spritetrain
env_warpball
game_counter
- game_counter_set
game_end
game_player_equip
game_player_hurt
@@ -71,7 +71,6 @@

Point:

info_node
info_node_air
info_null
- infodecal
pitworm_gibshooter
scripted_sequence
trigger_auto
diff --git a/docs/entities/Point/aiscripted_sequence.html b/docs/entities/Point/aiscripted_sequence.html index 1f24e21f8..788331a7e 100644 --- a/docs/entities/Point/aiscripted_sequence.html +++ b/docs/entities/Point/aiscripted_sequence.html @@ -8,7 +8,7 @@

aiscripted_sequence

-

+

AI Scripted Sequence

Using the scripted_sequence entity as base, the aiscripted_sequence point entity inherit the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence.

KeyValues

@@ -19,64 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
flags
flags
m_iszEntitytarget_genericTarget MonsterThe name of the monster entity that this sequence affects. You can also input a monster classname (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)
m_iszPlaystringAction AnimationThe name of the animation that will be performed by "Target Monster".
m_flRadius512integerSearch RadiusIf you input a monster classname into "Target Monster", the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence.
m_flRepeat0floatRepeat Rate msHow often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used.
m_fMoveTo0choicesMove to PositionSets how (or if) the monster moves before performing the animation
m_fMoveTo0NoThe monster will not move or turn. It will perform the animation wherever it is.
m_fMoveTo1WalkThe monster will walk to the scripted_sequence, then perform the animation.
m_fMoveTo2RunThe monster will run to the scripted_sequence, then perform the animation.
m_fMoveTo4InstantaneousThe monster will instantly warp to the location of the scripted_sequence and perform the animation.
m_fMoveTo5No - Turn to FaceThe monster will not move, but will turn to the scripted_sequence's angle before performing the animation.
m_iFinishSchedule0choicesAI Schedule when doneDefines what happens to the monster's AI when the sequence is completed/canceled.
m_iFinishSchedule0Default AIThe AI will order the monster to clear it's schedule (kinda like a "reset"). It will resume normal behavior afterwards.
m_iFinishSchedule1AmbushThe AI will order the monster to go into an "ambush" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ambient_generic.html b/docs/entities/Point/ambient_generic.html index 03cc493ea..ed948bfc6 100644 --- a/docs/entities/Point/ambient_generic.html +++ b/docs/entities/Point/ambient_generic.html @@ -8,7 +8,7 @@

ambient_generic

-

+

Universal Ambient

The ambient_generic entity allows you to play a specific sound. It is a flexible entity that can be used for both looping ambient sounds and one-off sound effects triggered on cue.

KeyValues

@@ -19,78 +19,98 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + health0integerVolume (10 = loudest) Sets the volume of the sound. Scales from 0 (completely silent) to 10 (maximum, default). (If using dynamics attributes below, this is the maximum volume the sound will reach.) + messagesoundPath/filename.wav of WAVThis defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1) + volstart0integerStart Volume Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.) + fadein0integerFade in time (0-100)Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long). + fadeout0integerFade out time (0-100)Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long). + pitch100integerPitch (> 100 = higher)Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. + pitchstart100integerStart PitchSets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.) + spinup0integerSpin up time (0-100)Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long). + spindown0integerSpin down time (0-100)Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long). + lfotype0choicesLFO typeAllows the sound to have certain oscillating effects applied to its pitch. + lfotype0offDisables the LFO effects. + lfotype1sqrSwitches between a low and high pitch. + lfotype2triOscillates between a low and high pitch. + lfotype3rndRandomly switches pitches. + lforate0integerLFO rate (0-1000)Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly). + lfomodpitch0integerLFO mod pitch (0-100)Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes). + lfomodvol0integerLFO mod vol (0-100)Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent). + cspinup0integerIncremental spinup countSets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times. + preset0choicesDynamic PresetsSets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name. + preset0NoneDoes not use a preset, and will not override any other entity attributes. + preset1Huge MachineVery long spin up, starting slow and getting fast. Very long spin down. + preset2Big MachineMedium spin up, starting normal and getting fast. Long spin down. + preset3MachineQuick spin up, starting normal and getting fast. Quick spin down. + preset4Slow Fade inSlow fade in/out. + preset5Fade inMedium fade in/out. + preset6Quick Fade inQuick fade in/out. + preset7Slow PulseSlow pulsing speed. Quick fade out. + preset8PulsePulsing speed. Quick fade out. + preset9Quick pulseQuick pulsing speed. Quick fade out. + preset10Slow OscillatorSlow oscillation between normal and slow speed. Quick fade out. + preset11OscillatorMedium oscillation between normal and slow speed. Quick fade out. + preset12Quick OscillatorFast oscillation between normal and slow speed. Quick fade out. + preset13Grunge pitchExtremely slow. Quick fade out. + preset14Very low pitchVery slow. Quick fade out. + preset15Low pitchSlow. Quick fade out. + preset16High pitchFast. Quick fade out. + preset17Very high pitchVery fast. Quick fade out. + preset18Screaming pitchExtremely fast. Quick fade out. + preset19Oscillate spinup/downMedium oscillation, with long spin up from slow to fast. Long spin down. + preset20Pulse spinup/downSlow pulse, with long spin up from slow to fast. Long spin down. + preset21Random pitchOccasionally switches speed, tending towards slower speeds. Quick fade out. + preset22Random pitch fastRapidly switches speed, tending towards faster speeds. Quick fade out. + preset23Incremental SpinupQuick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off. + preset24AlienUnusual pulsing and switching speed. Quick fade out. + preset25BizzareFast oscillation between fast and slow/silent. Quick fade out. + preset26Planet XMedium switching between slower speeds, similar to 'Random pitch'. Quick fade out. + preset27HauntedSlow switch between normal and slow speed. Quick fade out. + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
messagesoundPath/filename.wav of WAVThis defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1)
volstart0integerStart Volume Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.)
fadein0integerFade in time (0-100)Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long).
fadeout0integerFade out time (0-100)Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long).
pitch100integerPitch (> 100 = higher)Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch.
pitchstart100integerStart PitchSets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.)
spinup0integerSpin up time (0-100)Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long).
spindown0integerSpin down time (0-100)Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long).
lfotype0choicesLFO typeAllows the sound to have certain oscillating effects applied to its pitch.
lfotype0offDisables the LFO effects.
lfotype1sqrSwitches between a low and high pitch.
lfotype2triOscillates between a low and high pitch.
lfotype3rndRandomly switches pitches.
lforate0integerLFO rate (0-1000)Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly).
lfomodpitch0integerLFO mod pitch (0-100)Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes).
lfomodvol0integerLFO mod vol (0-100)Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent).
cspinup0integerIncremental spinup countSets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times.
preset0choicesDynamic PresetsSets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name.
preset0NoneDoes not use a preset, and will not override any other entity attributes.
preset1Huge MachineVery long spin up, starting slow and getting fast. Very long spin down.
preset2Big MachineMedium spin up, starting normal and getting fast. Long spin down.
preset3MachineQuick spin up, starting normal and getting fast. Quick spin down.
preset4Slow Fade inSlow fade in/out.
preset5Fade inMedium fade in/out.
preset6Quick Fade inQuick fade in/out.
preset7Slow PulseSlow pulsing speed. Quick fade out.
preset8PulsePulsing speed. Quick fade out.
preset9Quick pulseQuick pulsing speed. Quick fade out.
preset10Slow OscillatorSlow oscillation between normal and slow speed. Quick fade out.
preset11OscillatorMedium oscillation between normal and slow speed. Quick fade out.
preset12Quick OscillatorFast oscillation between normal and slow speed. Quick fade out.
preset13Grunge pitchExtremely slow. Quick fade out.
preset14Very low pitchVery slow. Quick fade out.
preset15Low pitchSlow. Quick fade out.
preset16High pitchFast. Quick fade out.
preset17Very high pitchVery fast. Quick fade out.
preset18Screaming pitchExtremely fast. Quick fade out.
preset19Oscillate spinup/downMedium oscillation, with long spin up from slow to fast. Long spin down.
preset20Pulse spinup/downSlow pulse, with long spin up from slow to fast. Long spin down.
preset21Random pitchOccasionally switches speed, tending towards slower speeds. Quick fade out.
preset22Random pitch fastRapidly switches speed, tending towards faster speeds. Quick fade out.
preset23Incremental SpinupQuick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off.
preset24AlienUnusual pulsing and switching speed. Quick fade out.
preset25BizzareFast oscillation between fast and slow/silent. Quick fade out.
preset26Planet XMedium switching between slower speeds, similar to 'Random pitch'. Quick fade out.
preset27HauntedSlow switch between normal and slow speed. Quick fade out.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Play EverywhereIf enabled, the sound will be heard throughout the entire map. + 2Small RadiusIf enabled, the sound will be at maximum volume within a roughly 256 unit radius, fading out completely at around 512 units away. + 4Medium RadiusIf enabled, the sound will be at maximum volume within a roughly 512 unit radius, fading out completely at around 768 units away. + 8Large RadiusIf enabled, the sound will be at maximum volume within a roughly 768 unit radius, fading out completely at around 1280 units away. + 16Start SilentIf enabled, the sound will not play at the start of the map, and will need to be triggered to play. Otherwise, the sound will play at the start of the map whether it is a looping sound or not. + 32Is NOT LoopedTells the entity whether or not it is dealing with a looping sound. If enabled, the sound will play whenever the entity is triggered (intended for non-looping sounds). (Looping sounds will still play, but will not turn off when triggered.) If not enabled, the sound will toggle on or off when triggered (intended for looping sounds). (Non-looping sounds will still play, but every second trigger will turn the sound off regardless of whether the sound is actually playing anything.) See notes for more information about looping sounds. + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ambient_music.html b/docs/entities/Point/ambient_music.html index 1c78970bc..3b4a744de 100644 --- a/docs/entities/Point/ambient_music.html +++ b/docs/entities/Point/ambient_music.html @@ -8,7 +8,7 @@

ambient_music

-

+

Plays music

This entity allows level designers to control music playback. You can play and loop music, trigger it to fade out or stop it entirely.

KeyValues

@@ -19,48 +19,61 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + filenamestringFilename of music fileRelative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands + command0choicesCommandThe command to issue + command0Play + command1Play looping + command2Fadeout + command3Stop + target_selector0choicesTarget selectorHow to select players to affect. + target_selector0All Players + target_selector1Activator + target_selector2Radius + radiusintegerPlayer radius (for Radius target selector)If target_selector is Radius, this is how close the player has to be to be affected by this entity + remove_on_fire0choicesRemove on fireWhether to remove the entity after it has been triggered or after it has affected at least one player (Radius only) + remove_on_fire0No + remove_on_fire1Yes + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
filenamestringFilename of music fileRelative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands
command0choicesCommandThe command to issue
command0Play
command1Play looping
command2Fadeout
command3Stop
target_selector0choicesTarget selectorHow to select players to affect.
target_selector0All Players
target_selector1Activator
target_selector2Radius
radiusintegerPlayer radius (for Radius target selector)If target_selector is Radius, this is how close the player has to be to be affected by this entity
remove_on_fire0choicesRemove on fireWhether to remove the entity after it has been triggered or after it has affected at least one player (Radius only)
remove_on_fire0No
remove_on_fire1Yes
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + +

Notes

Part of the OpenAL sound system

diff --git a/docs/entities/Point/ammo_357.html b/docs/entities/Point/ammo_357.html index 47c617fbb..7e73fa639 100644 --- a/docs/entities/Point/ammo_357.html +++ b/docs/entities/Point/ammo_357.html @@ -8,9 +8,10 @@

ammo_357

-

+

357 Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_357ammobox.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_357ammobox.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_556.html b/docs/entities/Point/ammo_556.html index 7ef1806d1..321088fc8 100644 --- a/docs/entities/Point/ammo_556.html +++ b/docs/entities/Point/ammo_556.html @@ -8,9 +8,10 @@

ammo_556

-

+

M249 Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/W_saw_clip.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/W_saw_clip.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_762.html b/docs/entities/Point/ammo_762.html index d07a57599..d2342191d 100644 --- a/docs/entities/Point/ammo_762.html +++ b/docs/entities/Point/ammo_762.html @@ -8,9 +8,10 @@

ammo_762

-

+

Sniper Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_m40a1clip.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_m40a1clip.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_9mmar.html b/docs/entities/Point/ammo_9mmar.html index d54c922d3..1fc018bcb 100644 --- a/docs/entities/Point/ammo_9mmar.html +++ b/docs/entities/Point/ammo_9mmar.html @@ -8,9 +8,10 @@

ammo_9mmar

-

+

9mm Assault Rifle Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_chainammo.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_9mmarclip.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_9mmbox.html b/docs/entities/Point/ammo_9mmbox.html index 15eb558f7..213163f57 100644 --- a/docs/entities/Point/ammo_9mmbox.html +++ b/docs/entities/Point/ammo_9mmbox.html @@ -8,9 +8,10 @@

ammo_9mmbox

-

+

9mm Assault Rifle Ammo

+

studio model

KeyValues

@@ -19,68 +20,110 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
BaseClass
title
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_chainammo.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_9mmclip.html b/docs/entities/Point/ammo_9mmclip.html index c1253c35f..f0ea566c4 100644 --- a/docs/entities/Point/ammo_9mmclip.html +++ b/docs/entities/Point/ammo_9mmclip.html @@ -8,9 +8,10 @@

ammo_9mmclip

-

+

9mm Pistol Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_9mmclip.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_9mmclip.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_all.html b/docs/entities/Point/ammo_all.html index de034599c..245af5051 100644 --- a/docs/entities/Point/ammo_all.html +++ b/docs/entities/Point/ammo_all.html @@ -8,9 +8,10 @@

ammo_all

-

+

Gives all ammo types

Gives all ammo types to the player that picks it up.

+

studio model

KeyValues

@@ -19,67 +20,45 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_argrenades.html b/docs/entities/Point/ammo_argrenades.html index 1160e4d29..7b3760e8a 100644 --- a/docs/entities/Point/ammo_argrenades.html +++ b/docs/entities/Point/ammo_argrenades.html @@ -8,9 +8,10 @@

ammo_argrenades

-

+

Assault Grenades

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_argrenade.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_argrenade.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_buckshot.html b/docs/entities/Point/ammo_buckshot.html index 2f34ccb1e..e9682e24c 100644 --- a/docs/entities/Point/ammo_buckshot.html +++ b/docs/entities/Point/ammo_buckshot.html @@ -8,9 +8,10 @@

ammo_buckshot

-

+

Shotgun Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_shotbox.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_shotbox.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_crossbow.html b/docs/entities/Point/ammo_crossbow.html index 5a5207bb5..56b14dedf 100644 --- a/docs/entities/Point/ammo_crossbow.html +++ b/docs/entities/Point/ammo_crossbow.html @@ -8,9 +8,10 @@

ammo_crossbow

-

+

Crossbow Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_crossbow_clip.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_shotbox.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_gaussclip.html b/docs/entities/Point/ammo_gaussclip.html index 233bfbe6c..d87ba216f 100644 --- a/docs/entities/Point/ammo_gaussclip.html +++ b/docs/entities/Point/ammo_gaussclip.html @@ -8,9 +8,10 @@

ammo_gaussclip

-

+

GaussGun Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_gaussammo.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_gaussammo.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_generic.html b/docs/entities/Point/ammo_generic.html index 835933a5d..98264673b 100644 --- a/docs/entities/Point/ammo_generic.html +++ b/docs/entities/Point/ammo_generic.html @@ -8,9 +8,10 @@

ammo_generic

-

+

Generic Ammo

Gives the specified ammo type to the player that picks it up.

+

studio model

KeyValues

@@ -19,71 +20,112 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_9mmclip.mdlstudioModel
ammo_nameammo_9mmclipstringAmmo Name (Required)Name of the ammo type to give.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelstudioModel
ammo_nameammo_9mmclipstringAmmo Name (Required)Name of the ammo type to give.
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + +

Notes

Combine with trigger_changekeyvalue to dynamically change ammo type

diff --git a/docs/entities/Point/ammo_rpgclip.html b/docs/entities/Point/ammo_rpgclip.html index fbc7eccd3..1b6f7ae37 100644 --- a/docs/entities/Point/ammo_rpgclip.html +++ b/docs/entities/Point/ammo_rpgclip.html @@ -8,9 +8,10 @@

ammo_rpgclip

-

+

RPG Ammo

+

studio model

KeyValues

@@ -19,71 +20,112 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/w_rpgammo.mdlstudioModel
sequence0choicesPlacement
sequence0Normal (flat)
sequence1Capped
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/w_rpgammo.mdlstudioModel
sequence0choicesPlacement
sequence0Normal (flat)
sequence1Capped
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/ammo_spore.html b/docs/entities/Point/ammo_spore.html index 2c93bd27a..18b523de3 100644 --- a/docs/entities/Point/ammo_spore.html +++ b/docs/entities/Point/ammo_spore.html @@ -8,9 +8,10 @@

ammo_spore

-

+

Spore Ammo

+

studio model

KeyValues

@@ -19,68 +20,109 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
base
modelmodels/spore_ammo.mdlstudioModel
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelmodels/spore_ammo.mdlstudioModel
ammo_amountintegerAmmo Amount To Give (-1 == Maximum)If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity.
respawn_delay-1floatRespawn delay (-1 == Never)Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer.
stay_visible_during_respawn0choicesStay Visible During Respawn
stay_visible_during_respawn0NoThe items are invisible until respawn.
stay_visible_during_respawn1YesThe item remains visible during the respawn time.
flash_on_respawn1choicesFlash On Respawn
flash_on_respawn0No
flash_on_respawn1YesThe item will flash when it respawns.
play_pickup_sound1choicesPlay Pickup Sound
play_pickup_sound0NoThe item won't play its pickup sound.
play_pickup_sound1YesThe item will play its pickup sound.
fall_mode0choicesFall ModeControls whether the item falls to the ground or floats when it spawns.
fall_mode0FallItem falls to ground when it spawns
fall_mode1FloatItem floats in the air where it spawns
trigger_on_spawntarget_destinationTrigger On SpawnTarget to trigger when the item (re)spawns.
trigger_on_despawntarget_destinationTrigger On DespawnTarget to trigger when the item despawns. This happens when the player picks up the item.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
custom_hull_minvectorCustom Min hullsize (X Y Z)Custom minimum hull size. This overrides the size specified by models and entities.
custom_hull_maxvectorCustom Max hullsize (X Y Z)Custom maximum hull size. This overrides the size specified by models and entities.
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/cycler.html b/docs/entities/Point/cycler.html index 87cbbbb8f..a361ca427 100644 --- a/docs/entities/Point/cycler.html +++ b/docs/entities/Point/cycler.html @@ -8,9 +8,10 @@

cycler

-

+

Monster Cycler

+

studio model

KeyValues

@@ -19,35 +20,76 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
angles0 0 0vectorPitch Yaw Roll (Y Z X)
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
modelstudioModel
bodygroup0integerBody Group
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelstudioModel
bodygroup0integerBody Group
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/cycler_sprite.html b/docs/entities/Point/cycler_sprite.html index 95795b6a1..6067b7935 100644 --- a/docs/entities/Point/cycler_sprite.html +++ b/docs/entities/Point/cycler_sprite.html @@ -8,9 +8,10 @@

cycler_sprite

-

+

Sprite Cycler

+

sprite model

KeyValues

@@ -19,35 +20,76 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
angles0 0 0vectorPitch Yaw Roll (Y Z X)
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
modelspriteModel OR Sprite
framerate10integerFrames per second
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
modelspriteModel OR Sprite
framerate10integerFrames per second
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_beam.html b/docs/entities/Point/env_beam.html index 771cb6ac8..ae303a6b6 100644 --- a/docs/entities/Point/env_beam.html +++ b/docs/entities/Point/env_beam.html @@ -8,7 +8,7 @@

env_beam

-

+

Energy Beam Effect

KeyValues

@@ -19,66 +19,89 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + texturesprites/laserbeam.sprspriteSprite NameThis defines which sprite file the entity will use to form the beam. This accepts an input of the form "path/filename.spr" (starting from the root folder). (Example: "sprites/laserbeam.spr"). + LightningStarttarget_genericStart EntityThe name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.) + LightningEndtarget_genericEnding EntityThe name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point. + RadiusintegerRadiusIf the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points. + life1.0floatLife (seconds 0 = infinite)Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically. + BoltWidth20integerWidth of beam (pixels*0.1 0-255)Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value. + NoiseAmplitude0integerAmount of noise (0-255)Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam). + TextureScroll35integerTexture Scroll Rate (0-100)Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast). + framerate0integerFrames per 10 secondsSeemingly unused. + framestart0integerStarting Frame Sets which frame of animation that the sprite should use. + StrikeTime0integerStrike again time (secs)Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation. + damage0floatDamage / secondSets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute. + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
texturesprites/laserbeam.sprspriteSprite NameThis defines which sprite file the entity will use to form the beam. This accepts an input of the form "path/filename.spr" (starting from the root folder). (Example: "sprites/laserbeam.spr").
LightningStarttarget_genericStart EntityThe name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.)
LightningEndtarget_genericEnding EntityThe name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point.
RadiusintegerRadiusIf the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points.
life1.0floatLife (seconds 0 = infinite)Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically.
BoltWidth20integerWidth of beam (pixels*0.1 0-255)Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value.
NoiseAmplitude0integerAmount of noise (0-255)Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam).
TextureScroll35integerTexture Scroll Rate (0-100)Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast).
framerate0integerFrames per 10 secondsSeemingly unused.
framestart0integerStarting Frame Sets which frame of animation that the sprite should use.
StrikeTime0integerStrike again time (secs)Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation.
damage0floatDamage / secondSets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute.
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Start OnIf enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on. + 2ToggleIf enabled, the beam can be retriggered to stop the beam from reactivating automatically. Otherwise, the beam seems to loop indefinitely regardless of further triggerings. + 4Random StrikeIf enabled, the beam will vary its activation and deactivation times. These times will be scaled somewhat around the times you provide in Life and Strike Again Time. + 8RingIf enabled, the beam will form a ring between its two points rather than a straight line. The ring will tend towards being horizontal, and may malform if the two points are in a perfectly vertical line. + 16StartSparksIf enabled, the start of the beam will spark when it is activated. + 32EndSparksIf enabled, the end of the beam will spark when it is activated. + 64Decal EndSeemingly unused. + 128Shade StartIf enabled, the beam will fade towards the start. + 256Shade EndIf enabled, the beam will fade towards the end. Will not function if 'Shade Start' is enabled. + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + +

Notes

info_targets are often used for stationary start/end points. To make moving beams, use func_train.

The fluctuation of a beam (via the Amount of noise attribute) seems to be affected by the length of the beam; longer beams will be more affected by the same noise value.

diff --git a/docs/entities/Point/env_beverage.html b/docs/entities/Point/env_beverage.html index 00f64e439..8fad2168f 100644 --- a/docs/entities/Point/env_beverage.html +++ b/docs/entities/Point/env_beverage.html @@ -8,7 +8,7 @@

env_beverage

-

+

Beverage Dispenser

KeyValues

@@ -19,41 +19,54 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + health10integerCapacity + skin0choicesBeverage TypeSets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index. + skin0Coca-Cola + skin1Sprite + skin2Diet Coke + skin3Orange + skin4Surge + skin5Moxie + skin6Random + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
health10integerCapacity
skin0choicesBeverage TypeSets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index.
skin0Coca-Cola
skin1Sprite
skin2Diet Coke
skin3Orange
skin4Surge
skin5Moxie
skin6Random
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_blood.html b/docs/entities/Point/env_blood.html index 5e48b9579..9d98c79fe 100644 --- a/docs/entities/Point/env_blood.html +++ b/docs/entities/Point/env_blood.html @@ -8,7 +8,7 @@

env_blood

-

+

Blood Effects

KeyValues

@@ -19,36 +19,53 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + color0choicesBlood Color + color0Red (Human) + color1Yellow (Alien) + amount100integerAmount of blood (damage to simulate) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
color0choicesBlood Color
color0Red (Human)
color1Yellow (Alien)
amount100integerAmount of blood (damage to simulate)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Random Direction + 2Blood Stream + 4On Player + 8Spray decals + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_blowercannon.html b/docs/entities/Point/env_blowercannon.html index 183e2431d..4b5b7e5c2 100644 --- a/docs/entities/Point/env_blowercannon.html +++ b/docs/entities/Point/env_blowercannon.html @@ -8,7 +8,7 @@

env_blowercannon

-

+

Blower Cannon

KeyValues

@@ -19,43 +19,83 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + delay0floatDelay + zoffset0integerZ Offset + weaptype0choicesZ Offset + weaptype1Spore (Rocket) + weaptype2Spore (Grenade) + weaptype3Shock Beam + weaptype4Displacer Ball + firetype1choicesFire Type + firetype1Toggle On/Off + firetype2Fire When Triggered + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
delay0floatDelay
zoffset0integerZ Offset
weaptype0choicesZ Offset
weaptype1Spore (Rocket)
weaptype2Spore (Grenade)
weaptype3Shock Beam
weaptype4Displacer Ball
firetype1choicesFire Type
firetype1Toggle On/Off
firetype2Fire When Triggered
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_electrified_wire.html b/docs/entities/Point/env_electrified_wire.html index 2358ab7c5..442585b01 100644 --- a/docs/entities/Point/env_electrified_wire.html +++ b/docs/entities/Point/env_electrified_wire.html @@ -8,7 +8,7 @@

env_electrified_wire

-

+

Electrified Wire

KeyValues

@@ -19,44 +19,57 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + segmentsintegerSegments + disable0choicesDisable Use + disable0Not Disabled + disable1Disabled + endingmodelmodels/rope16.mdlstudioEnding Model + bodymodelmodels/rope16.mdlstudioBody Model + sparkfrequency3integerSpark Frequency + bodysparkfrequency3integerBody Spark Frequency + lightningfrequency3integerLightning Frequency + xforce80000integerX Force + yforce80000integerY Force + zforce80000integerZ Force + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
segments16integerSegments
sparkfrequency3integerSpark Frequency
bodysparkfrequency3integerBody Spark Frequency
lightningfrequency3integerLightning Frequency
xforce80000integerX Force
yforce80000integerY Force
zforce80000integerZ Force
disablechoicesDisable Use
disable0Not Disabled
disable1Disabled
endingmodelmodels/wire_copper16.mdlstudioEnding Model
bodymodelmodels/wire_black16.mdlstudioBody Mode
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_explosion.html b/docs/entities/Point/env_explosion.html index eda7ce006..bf1289a37 100644 --- a/docs/entities/Point/env_explosion.html +++ b/docs/entities/Point/env_explosion.html @@ -8,7 +8,7 @@

env_explosion

-

+

Explosion

KeyValues

@@ -19,33 +19,52 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + iMagnitude100integerMagnitude + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
iMagnitude100integerMagnitude
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1No Damage + 2Repeatable + 4No Fireball + 8No Smoke + 16No Decal + 32No Sparks + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_fade.html b/docs/entities/Point/env_fade.html index 28e71212c..be3c13c54 100644 --- a/docs/entities/Point/env_fade.html +++ b/docs/entities/Point/env_fade.html @@ -8,7 +8,7 @@

env_fade

-

+

Screen Fade

KeyValues

@@ -19,36 +19,52 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + duration2floatDuration (seconds) + holdtime0floatHold Fade (seconds) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
duration2floatDuration (seconds)
holdtime0floatHold Fade (seconds)
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Fade From + 2Modulate + 4Activator Only + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_fog.html b/docs/entities/Point/env_fog.html index aaba1244a..210234834 100644 --- a/docs/entities/Point/env_fog.html +++ b/docs/entities/Point/env_fog.html @@ -8,7 +8,7 @@

env_fog

-

+

Global Fog Controller

KeyValues

@@ -19,36 +19,50 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + rendercolor0 0 0color255FX Color (R G B) + density0.5floatDensity (0.0-1.0) + fogStartDistance1500integerStart Distance + fogStopDistance2000integerStop Distance + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
density0.5floatDensity (0.0-1.0)
fogStartDistance1500integerStart Distance
fogStopDistance2000integerStop Distance
rendercolor0 0 0color255FX Color (R G B)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Fog Affects Skybox + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_funnel.html b/docs/entities/Point/env_funnel.html index 0c6a01d17..eb1944ce5 100644 --- a/docs/entities/Point/env_funnel.html +++ b/docs/entities/Point/env_funnel.html @@ -8,7 +8,7 @@

env_funnel

-

+

Large Portal Funnel

KeyValues

@@ -19,32 +19,46 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Reverse + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_global.html b/docs/entities/Point/env_global.html index 0aee10fcc..a0e2274c3 100644 --- a/docs/entities/Point/env_global.html +++ b/docs/entities/Point/env_global.html @@ -8,7 +8,7 @@

env_global

-

+

Global State

KeyValues

@@ -19,38 +19,52 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + globalstatestringGlobal State to Set + triggermode0choicesTrigger Mode + triggermode0Off + triggermode1On + triggermode2Dead + triggermode3Toggle + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalstatestringGlobal State to Set
triggermode0choicesTrigger Mode
triggermode0Off
triggermode1On
triggermode2Dead
triggermode3Toggle
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Set Initial State + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_glow.html b/docs/entities/Point/env_glow.html index 5fc269bb1..099d7d7c5 100644 --- a/docs/entities/Point/env_glow.html +++ b/docs/entities/Point/env_glow.html @@ -8,9 +8,10 @@

env_glow

-

+

Light Glow/Haze

+

sprite model

KeyValues

@@ -19,34 +20,74 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
scale1.0floatScale
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
modelsprites/glow01.sprspriteSprite Name
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
modelsprites/glow01.sprspriteSprite Name
Scale1.0floatScale
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_laser.html b/docs/entities/Point/env_laser.html index cd483645c..71d3bcaec 100644 --- a/docs/entities/Point/env_laser.html +++ b/docs/entities/Point/env_laser.html @@ -8,7 +8,7 @@

env_laser

-

+

Laser Beam Effect

KeyValues

@@ -19,43 +19,60 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + LaserTargettarget_destinationTarget of Laser + width0integerWidth of beam (pixels*0.1 0-255) + NoiseAmplitude0integerAmount of noise (0-255) + texturesprites/laserbeam.sprspriteSprite Name + EndSpritespriteEnd Sprite + TextureScroll35integerTexture Scroll Rate (0-100)0 + framestart0integerStarting Frame + damage100floatDamage / second + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
LaserTargettarget_destinationTarget of Laser
width0integerWidth of beam (pixels*0.1 0-255)
NoiseAmplitude0integerAmount of noise (0-255)
texturesprites/laserbeam.sprspriteSprite Name
EndSpritespriteEnd Sprite
TextureScroll35integerTexture Scroll Rate (0-100)0
framestart0integerStarting Frame
damage100floatDamage / second
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Start On + 16StartSparks + 32EndSparks + 64Decal End + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_message.html b/docs/entities/Point/env_message.html index d56f1d78e..2d064c436 100644 --- a/docs/entities/Point/env_message.html +++ b/docs/entities/Point/env_message.html @@ -8,7 +8,7 @@

env_message

-

+

HUD Text Message

KeyValues

@@ -19,54 +19,69 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + messagestringMessage Name + messagesoundsoundpath/filename.wav of WAV + messagevolume0integerVolume (10 = loudest) + messageattenuation0choicesSound Radius + messageattenuation0Small Radius + messageattenuation1Medium Radius + messageattenuation2Large Radius + messageattenuation3Play Everywhere + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
messagestringMessage Name
messagesoundsoundpath/filename.wav of WAV
messagevolume0integerVolume (10 = loudest)
messageattenuation0choicesSound Radius
messageattenuation0Small Radius
messageattenuation1Medium Radius
messageattenuation2Large Radius
messageattenuation3Play Everywhere
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Play Once + 2All Clients + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_render.html b/docs/entities/Point/env_render.html index 06a051911..41b66ab0e 100644 --- a/docs/entities/Point/env_render.html +++ b/docs/entities/Point/env_render.html @@ -8,7 +8,7 @@

env_render

-

+

Render Controls

KeyValues

@@ -19,33 +19,77 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1No Renderfx + 2No Renderamt + 4No Rendermode + 8No Rendercolor + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_rope.html b/docs/entities/Point/env_rope.html index 9d45e7ef6..843d37aa5 100644 --- a/docs/entities/Point/env_rope.html +++ b/docs/entities/Point/env_rope.html @@ -8,7 +8,7 @@

env_rope

-

+

Rope

KeyValues

@@ -19,38 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
segmentsintegerSegments
disable0choicesDisable Use
disable0Not Disabled
disable1Disabled
endingmodelmodels/rope16.mdlstudioEnding Model
bodymodelmodels/rope16.mdlstudioBody Model
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_shake.html b/docs/entities/Point/env_shake.html index 62e09b97b..a47acd22c 100644 --- a/docs/entities/Point/env_shake.html +++ b/docs/entities/Point/env_shake.html @@ -8,7 +8,7 @@

env_shake

-

+

Screen Shake

KeyValues

@@ -19,36 +19,50 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + amplitude0integerAmplitude 0-16 + radius500floatEffect radius + duration1floatDuration (seconds) + frequency2.5float0.1 = jerk, 255.0 = rumble + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
amplitude0integerAmplitude 0-16
radius500floatEffect radius
duration1floatDuration (seconds)
frequency2.5float0.1 = jerk, 255.0 = rumble
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1GlobalShake + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_shooter.html b/docs/entities/Point/env_shooter.html index edefb6954..eaf7e80ea 100644 --- a/docs/entities/Point/env_shooter.html +++ b/docs/entities/Point/env_shooter.html @@ -8,7 +8,7 @@

env_shooter

-

+

Model Shooter

KeyValues

@@ -19,49 +19,91 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + base + size + flags + m_iGibs3integerNumber of Gibs + delay0floatDelay between shots + m_flVelocity200integerGive Velocity + m_flVariance0.15floatCourse Variance + m_flGibLife4floatGib Life + skin0integerSkin + scale1.0floatScale + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + shootmodelstudioModel or Sprite name + shootsounds-1choicesMaterial Sound + shootsounds-1None + shootsounds0Glass + shootsounds1Wood + shootsounds2Metal + shootsounds3Flesh + shootsounds4Concrete + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
shootmodelstudioModel or Sprite name
shootsounds-1choicesMaterial Sound
shootsounds-1None
shootsounds0Glass
shootsounds1Wood
shootsounds2Metal
shootsounds3Flesh
shootsounds4Concrete
skin0integerGib Skin
flags
m_iGibs3integerNumber of Gibs
delay0floatDelay between shots
m_flVelocity200integerGive Velocity
m_flVariance0.15floatCourse Variance
m_flGibLife4floatGib Life
Scale1.0floatScale
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_sound.html b/docs/entities/Point/env_sound.html index 0eb8e0519..f3011cb65 100644 --- a/docs/entities/Point/env_sound.html +++ b/docs/entities/Point/env_sound.html @@ -8,7 +8,7 @@

env_sound

-

+

DSP Sound

KeyValues

@@ -19,63 +19,76 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + radius128integerRadius + roomtype0choicesRoom Type + roomtype0Normal (off) + roomtype1Generic + roomtype2Metal Small + roomtype3Metal Medium + roomtype4Metal Large + roomtype5Tunnel Small + roomtype6Tunnel Medium + roomtype7Tunnel Large + roomtype8Chamber Small + roomtype9Chamber Medium + roomtype10Chamber Large + roomtype11Bright Small + roomtype12Bright Medium + roomtype13Bright Large + roomtype14Water 1 + roomtype15Water 2 + roomtype16Water 3 + roomtype17Concrete Small + roomtype18Concrete Medium + roomtype19Concrete Large + roomtype20Big 1 + roomtype21Big 2 + roomtype22Big 3 + roomtype23Cavern Small + roomtype24Cavern Medium + roomtype25Cavern Large + roomtype26Weirdo 1 + roomtype27Weirdo 2 + roomtype28Weirdo 3 + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
radius128integerRadius
roomtype0choicesRoom Type
roomtype0Normal (off)
roomtype1Generic
roomtype2Metal Small
roomtype3Metal Medium
roomtype4Metal Large
roomtype5Tunnel Small
roomtype6Tunnel Medium
roomtype7Tunnel Large
roomtype8Chamber Small
roomtype9Chamber Medium
roomtype10Chamber Large
roomtype11Bright Small
roomtype12Bright Medium
roomtype13Bright Large
roomtype14Water 1
roomtype15Water 2
roomtype16Water 3
roomtype17Concrete Small
roomtype18Concrete Medium
roomtype19Concrete Large
roomtype20Big 1
roomtype21Big 2
roomtype22Big 3
roomtype23Cavern Small
roomtype24Cavern Medium
roomtype25Cavern Large
roomtype26Weirdo 1
roomtype27Weirdo 2
roomtype28Weirdo 3
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_spark.html b/docs/entities/Point/env_spark.html index e6b823a37..159e945e5 100644 --- a/docs/entities/Point/env_spark.html +++ b/docs/entities/Point/env_spark.html @@ -8,7 +8,7 @@

env_spark

-

+

Sparks

KeyValues

@@ -19,34 +19,49 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + MaxDelay0floatMax Delay + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
MaxDelay0floatMax Delay
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 32Toggle + 64Start ON + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_sprite.html b/docs/entities/Point/env_sprite.html index 8b8d085ca..6f8cc9be0 100644 --- a/docs/entities/Point/env_sprite.html +++ b/docs/entities/Point/env_sprite.html @@ -8,9 +8,10 @@

env_sprite

-

+

Sprite Effect

+

sprite model

KeyValues

@@ -19,36 +20,78 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
scale1.0floatScale
rendermode0choicesFX Mode
rendermode0Normal
rendermode1color
rendermode2Texture
rendermode3Glow
rendermode4Solid
rendermode5Additive
renderamt255integerFX Amount (1 - 255)
rendercolor0 0 0color255FX Color (R G B)
renderfx0choicesFX Effect
renderfx0Normal
renderfx1Slow Pulse
renderfx2Fast Pulse
renderfx3Slow Wide Pulse
renderfx4Fast Wide Pulse
renderfx9Slow Strobe
renderfx10Fast Strobe
renderfx11Faster Strobe
renderfx12Slow Flicker
renderfx13Fast Flicker
renderfx5Slow Fade Away
renderfx6Fast Fade Away
renderfx7Slow Become Solid
renderfx8Fast Become Solid
renderfx14Constant Glow
renderfx15Distort
renderfx16Hologram (Distort + fade)
framerate10.0floatFramerate
modelsprites/glow01.sprspriteSprite Name
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
framerate10.0floatFramerate
modelsprites/glow01.sprspriteSprite Name
Scale1.0floatScale
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Start on + 2Play Once + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_spritetrain.html b/docs/entities/Point/env_spritetrain.html index f444c2e9a..381828bf2 100644 --- a/docs/entities/Point/env_spritetrain.html +++ b/docs/entities/Point/env_spritetrain.html @@ -8,9 +8,10 @@

env_spritetrain

-

+

Sprite Train

+

sprite model

KeyValues

@@ -19,38 +20,53 @@

KeyValues

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type FGD Description
targetnametarget_sourceNameName is a general attribute used to identify entities
scale1.0floatScale
speed100integerSpeed
targettarget_destinationFirst stop target
movesndsoundMove Sound
stopsndsoundStop Sound
volume0.85floatSound Volume 0.0 - 1.0
sound_replacement_filenamestringSound replacement filePath to the Sound replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System
modelsprites/glow01.sprspriteSprite Name
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
modelsprites/glow01.sprspriteSprite Name
Scale1.0floatScale
movesndsoundMove Sound
stopsndsoundStop Sound
volume0.85floatSound Volume 0.0 - 1.0
sound_replacement_filenamestringSound replacement filePath to the Sound replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/env_warpball.html b/docs/entities/Point/env_warpball.html index 2259a0214..07b002ec8 100644 --- a/docs/entities/Point/env_warpball.html +++ b/docs/entities/Point/env_warpball.html @@ -8,7 +8,7 @@

env_warpball

-

+

Warp In Ball

KeyValues

@@ -19,36 +19,51 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + radius256integerBeam Radius + warp_targettarget_destinationWarp Target + damage_delay0floatDamage delay + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
radius256integerBeam Radius
warp_targettarget_destinationWarp Target
damage_delay0floatDamage delay
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Remove On fire + 2Kill Center + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/game_counter.html b/docs/entities/Point/game_counter.html index e5a383460..251e9be1f 100644 --- a/docs/entities/Point/game_counter.html +++ b/docs/entities/Point/game_counter.html @@ -8,7 +8,7 @@

game_counter

-

+

Fires when it hits limit

KeyValues

@@ -19,51 +19,66 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + mastertarget_destinationMaster + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + frags0integerInitial Value + health10integerLimit Value + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
frags0integerInitial Value
health10integerLimit Value
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Remove On fire + 2Reset On fire + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/game_counter_set.html b/docs/entities/Point/game_counter_set.html index d12700ce4..34f170ffc 100644 --- a/docs/entities/Point/game_counter_set.html +++ b/docs/entities/Point/game_counter_set.html @@ -19,37 +19,47 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + BaseClass + title + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
frags10integerNew Value
frags0integerInitial Value
health10integerLimit Value
mastertarget_destinationMaster
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/game_end.html b/docs/entities/Point/game_end.html index 69401ffa2..65f704da3 100644 --- a/docs/entities/Point/game_end.html +++ b/docs/entities/Point/game_end.html @@ -8,7 +8,7 @@

game_end

-

+

End this multiplayer game

KeyValues

@@ -19,33 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/game_player_equip.html b/docs/entities/Point/game_player_equip.html index d642ec66b..43ac2a220 100644 --- a/docs/entities/Point/game_player_equip.html +++ b/docs/entities/Point/game_player_equip.html @@ -8,7 +8,7 @@

game_player_equip

-

+

Initial player equipment

KeyValues

@@ -19,33 +19,47 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + mastertarget_destinationMaster + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Use Only + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/game_player_hurt.html b/docs/entities/Point/game_player_hurt.html index c3934c5cc..4e671d073 100644 --- a/docs/entities/Point/game_player_hurt.html +++ b/docs/entities/Point/game_player_hurt.html @@ -8,7 +8,7 @@

game_player_hurt

-

+

Hurts player who fires

KeyValues

@@ -19,34 +19,48 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + mastertarget_destinationMaster + dmg999floatDamage To Apply + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
dmg999floatDamage To Apply
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Remove On fire + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/gibshooter.html b/docs/entities/Point/gibshooter.html index 1489b7324..00da13d26 100644 --- a/docs/entities/Point/gibshooter.html +++ b/docs/entities/Point/gibshooter.html @@ -8,7 +8,7 @@

gibshooter

-

+

Gib Shooter

KeyValues

@@ -19,39 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
flags
m_iGibs3integerNumber of Gibs
delay0floatDelay between shots
m_flVelocity200integerGive Velocity
m_flVariance0.15floatCourse Variance
m_flGibLife4floatGib Life
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/info_intermission.html b/docs/entities/Point/info_intermission.html index e2bc2309b..63827d977 100644 --- a/docs/entities/Point/info_intermission.html +++ b/docs/entities/Point/info_intermission.html @@ -8,7 +8,7 @@

info_intermission

-

+

Intermission Spot

KeyValues

@@ -19,88 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
angles0 0 0vectorPitch Yaw Roll (Y Z X)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
angles0 0 0vectorPitch Yaw Roll (Y Z X)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
angles0 0 0vectorPitch Yaw Roll (Y Z X)
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/info_landmark.html b/docs/entities/Point/info_landmark.html index 3d7ec8964..61017bd69 100644 --- a/docs/entities/Point/info_landmark.html +++ b/docs/entities/Point/info_landmark.html @@ -8,7 +8,7 @@

info_landmark

-

+

Transition Landmark

KeyValues

@@ -19,32 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/info_node.html b/docs/entities/Point/info_node.html index 3602e4cc9..217547b89 100644 --- a/docs/entities/Point/info_node.html +++ b/docs/entities/Point/info_node.html @@ -8,7 +8,7 @@

info_node

-

+

ai node

KeyValues

@@ -19,7 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - -
title
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/info_node_air.html b/docs/entities/Point/info_node_air.html index 4e88bdaca..72d26368a 100644 --- a/docs/entities/Point/info_node_air.html +++ b/docs/entities/Point/info_node_air.html @@ -8,7 +8,7 @@

info_node_air

-

+

ai air node

KeyValues

@@ -19,7 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - -
title
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/info_null.html b/docs/entities/Point/info_null.html index 5e5e71391..bd15bc8d2 100644 --- a/docs/entities/Point/info_null.html +++ b/docs/entities/Point/info_null.html @@ -8,7 +8,7 @@

info_null

-

+

info_null (spotlight target)

KeyValues

@@ -19,8 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/infodecal.html b/docs/entities/Point/infodecal.html index bc6627d8b..4f99bbbe5 100644 --- a/docs/entities/Point/infodecal.html +++ b/docs/entities/Point/infodecal.html @@ -8,7 +8,7 @@

infodecal

-

+

Decal

KeyValues

@@ -19,10 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
texturedecal
targetnametarget_sourceNameName is a general attribute used to identify entities
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/pitworm_gibshooter.html b/docs/entities/Point/pitworm_gibshooter.html index d9e0060ec..b1f88f1ac 100644 --- a/docs/entities/Point/pitworm_gibshooter.html +++ b/docs/entities/Point/pitworm_gibshooter.html @@ -8,7 +8,7 @@

pitworm_gibshooter

-

+

Pitworm Gib Shooter

KeyValues

@@ -19,39 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
flags
m_iGibs3integerNumber of Gibs
delay0floatDelay between shots
m_flVelocity200integerGive Velocity
m_flVariance0.15floatCourse Variance
m_flGibLife4floatGib Life
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/scripted_sequence.html b/docs/entities/Point/scripted_sequence.html index c2a670e04..299cece82 100644 --- a/docs/entities/Point/scripted_sequence.html +++ b/docs/entities/Point/scripted_sequence.html @@ -8,7 +8,7 @@

scripted_sequence

-

+

Scripted Sequence

KeyValues

@@ -19,64 +19,85 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + color + size + flags + m_iszEntitytarget_genericTarget MonsterThe name of the monster entity that this sequence affects. You can also input a monster classname (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.) + m_iszPlaystringAction AnimationThe name of the animation that will be performed by "Target Monster". + m_flRadius512integerSearch RadiusIf you input a monster classname into "Target Monster", the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence. + m_flRepeat0floatRepeat Rate msHow often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used. + m_fMoveTo0choicesMove to PositionSets how (or if) the monster moves before performing the animation + m_fMoveTo0NoThe monster will not move or turn. It will perform the animation wherever it is. + m_fMoveTo1WalkThe monster will walk to the scripted_sequence, then perform the animation. + m_fMoveTo2RunThe monster will run to the scripted_sequence, then perform the animation. + m_fMoveTo4InstantaneousThe monster will instantly warp to the location of the scripted_sequence and perform the animation. + m_fMoveTo5No - Turn to FaceThe monster will not move, but will turn to the scripted_sequence's angle before performing the animation. + m_iFinishSchedule0choicesAI Schedule when doneDefines what happens to the monster's AI when the sequence is completed/canceled. + m_iFinishSchedule0Default AIThe AI will order the monster to clear it's schedule (kinda like a "reset"). It will resume normal behavior afterwards. + m_iFinishSchedule1AmbushThe AI will order the monster to go into an "ambush" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage. + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + m_iszIdlestringIdle Animation + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
m_iszIdlestringIdle Animation
flags
m_iszEntitytarget_genericTarget MonsterThe name of the monster entity that this sequence affects. You can also input a monster classname (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)
m_iszPlaystringAction AnimationThe name of the animation that will be performed by "Target Monster".
m_flRadius512integerSearch RadiusIf you input a monster classname into "Target Monster", the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence.
m_flRepeat0floatRepeat Rate msHow often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used.
m_fMoveTo0choicesMove to PositionSets how (or if) the monster moves before performing the animation
m_fMoveTo0NoThe monster will not move or turn. It will perform the animation wherever it is.
m_fMoveTo1WalkThe monster will walk to the scripted_sequence, then perform the animation.
m_fMoveTo2RunThe monster will run to the scripted_sequence, then perform the animation.
m_fMoveTo4InstantaneousThe monster will instantly warp to the location of the scripted_sequence and perform the animation.
m_fMoveTo5No - Turn to FaceThe monster will not move, but will turn to the scripted_sequence's angle before performing the animation.
m_iFinishSchedule0choicesAI Schedule when doneDefines what happens to the monster's AI when the sequence is completed/canceled.
m_iFinishSchedule0Default AIThe AI will order the monster to clear it's schedule (kinda like a "reset"). It will resume normal behavior afterwards.
m_iFinishSchedule1AmbushThe AI will order the monster to go into an "ambush" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage.
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 4RepeatableIf enabled, the sequence can be repeated more than once. Otherwise the entity will be removed once the sequence is complete. + 8Leave CorpseIf enabled, the monster leave it's corpse instead of fading out. This is only noticeable in-between two scripted_sequence when the monster is on a dying state. + 32No Interruptions + 64Override AI + 128No Script Movement + 256No Reset Entity + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/trigger_auto.html b/docs/entities/Point/trigger_auto.html index d0c61cb32..ecf3b510d 100644 --- a/docs/entities/Point/trigger_auto.html +++ b/docs/entities/Point/trigger_auto.html @@ -8,7 +8,7 @@

trigger_auto

-

+

AutoTrigger

KeyValues

@@ -19,99 +19,67 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + triggerstate0choicesTrigger State + triggerstate0Off + triggerstate1On + triggerstate2Toggle + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + globalstatetarget_destinationGlobal State to Read + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
targetnametarget_sourceNameName is a general attribute used to identify entities
globalstatetarget_destinationGlobal State to Read
triggerstate0choicesTrigger State
triggerstate0Off
triggerstate1On
triggerstate2Toggle
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalstatetarget_destinationGlobal State to Read
triggerstate0choicesTrigger State
triggerstate0Off
triggerstate1On
triggerstate2Toggle
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Remove On fire + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/trigger_changetarget.html b/docs/entities/Point/trigger_changetarget.html index bbfaf171d..84abb28b1 100644 --- a/docs/entities/Point/trigger_changetarget.html +++ b/docs/entities/Point/trigger_changetarget.html @@ -8,7 +8,7 @@

trigger_changetarget

-

+

Trigger Change Target

KeyValues

@@ -19,65 +19,49 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + m_iszNewTargettarget_genericNew Target + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
targetnametarget_sourceNameName is a general attribute used to identify entities
m_iszNewTargettarget_genericNew Target
targettarget_destinationTarget
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
title
targetnametarget_sourceNameName is a general attribute used to identify entities
m_iszNewTargettarget_genericNew Target
targettarget_destinationTarget
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Point/trigger_relay.html b/docs/entities/Point/trigger_relay.html index cb94c9cc4..1d04027a1 100644 --- a/docs/entities/Point/trigger_relay.html +++ b/docs/entities/Point/trigger_relay.html @@ -19,99 +19,48 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + color + base + title + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
targetnametarget_sourceNameName is a general attribute used to identify entities
triggerstate0choicesTrigger State
triggerstate0Off
triggerstate1On
triggerstate2Toggle
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
title
targetnametarget_sourceNameName is a general attribute used to identify entities
triggerstate0choicesTrigger State
triggerstate0Off
triggerstate1On
triggerstate2Toggle
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/button_target.html b/docs/entities/Solid/button_target.html index ac7495414..865982cdc 100644 --- a/docs/entities/Solid/button_target.html +++ b/docs/entities/Solid/button_target.html @@ -8,7 +8,7 @@

button_target

-

+

Target Button

KeyValues

@@ -19,55 +19,97 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + mastertarget_destinationMaster + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
mastertarget_destinationMaster
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Use Activates + 2Start On + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/env_bubbles.html b/docs/entities/Solid/env_bubbles.html index 31ee1ed84..c9ee3ed88 100644 --- a/docs/entities/Solid/env_bubbles.html +++ b/docs/entities/Solid/env_bubbles.html @@ -8,7 +8,7 @@

env_bubbles

-

+

Bubble Volume

KeyValues

@@ -19,35 +19,49 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + density2integerBubble density + frequency2integerBubble frequency + current2integerSpeed of Current + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
density2integerBubble density
frequency2integerBubble frequency
current2integerSpeed of Current
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Start Off + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_breakable.html b/docs/entities/Solid/func_breakable.html index 5a3a98c5b..3089599da 100644 --- a/docs/entities/Solid/func_breakable.html +++ b/docs/entities/Solid/func_breakable.html @@ -8,7 +8,7 @@

func_breakable

-

+

Breakable Object

KeyValues

@@ -19,69 +19,114 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + health1integerStrength + material0choicesMaterial Type + material0Glass + material1Wood + material2Metal + material3Flesh + material4Cinder Block + material5Ceiling Tile + material6Computer + material7Unbreakable Glass + material8Rocks + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + base + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
health1integerStrength
material0choicesMaterial Type
material0Glass
material1Wood
material2Metal
material3Flesh
material4Cinder Block
material5Ceiling Tile
material6Computer
material7Unbreakable Glass
material8Rocks
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Only Trigger + 2Touch + 5Pressure + 256Instant Crowbar + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_button.html b/docs/entities/Solid/func_button.html index 1e0e296b8..acbd8b5cf 100644 --- a/docs/entities/Solid/func_button.html +++ b/docs/entities/Solid/func_button.html @@ -8,7 +8,7 @@

func_button

-

+

Button

KeyValues

@@ -19,68 +19,54 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + speed5integerSpeed + healthintegerHealth (shootable if > 0) + lipintegerLip + soundssoundSounds + wait-1floatDelay before reset (-1 = Stays pressed) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
speed5integerSpeed
healthintegerHealth (shootable if > 0)
lipintegerLip
soundssoundSounds
wait-1floatDelay before reset (-1 = Stays pressed)
locked_soundsoundLocked Sound
unlocked_soundsoundUnlocked Sound
locked_sentencestringLocked Sentence
unlocked_sentencestringUnlocked Sentence
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Don't move + 32Toggle + 64Sparks + 256Touch Activates + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_conveyor.html b/docs/entities/Solid/func_conveyor.html index c6af56fa0..127111ac9 100644 --- a/docs/entities/Solid/func_conveyor.html +++ b/docs/entities/Solid/func_conveyor.html @@ -8,7 +8,7 @@

func_conveyor

-

+

Conveyor Belt

KeyValues

@@ -19,43 +19,85 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + speed100floatConveyor Speed + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
speed100floatConveyor Speed
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1No Push + 2Not Solid + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_door.html b/docs/entities/Solid/func_door.html index f6a8fec80..841e39df7 100644 --- a/docs/entities/Solid/func_door.html +++ b/docs/entities/Solid/func_door.html @@ -8,7 +8,7 @@

func_door

-

+

Basic Door

KeyValues

@@ -19,72 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
speed100integerSpeed
movesndsoundMove Sound
stopsndsoundStop Sound
wait-1integerDelay before close (-1 = Stays open)
lipintegerLip
dmg0integerDamage inflicted when blocked
messagestringMessage if triggered
netnametarget_destinationFire on Close
health0integerHealth (shoot open)
locked_soundsoundLocked Sound
unlocked_soundsoundUnlocked Sound
locked_sentencestringLocked Sentence
unlocked_sentencestringUnlocked Sentence
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_door_rotating.html b/docs/entities/Solid/func_door_rotating.html index 7881c1794..6fb505e02 100644 --- a/docs/entities/Solid/func_door_rotating.html +++ b/docs/entities/Solid/func_door_rotating.html @@ -8,7 +8,7 @@

func_door_rotating

-

+

Rotating Door

KeyValues

@@ -19,73 +19,124 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + speed100integerSpeed + movesndsoundMove Sound + stopsndsoundStop Sound + wait-1integerDelay before close (-1 = Stays open) + lipintegerLip + dmg0integerDamage inflicted when blocked + messagestringMessage if triggered + netnametarget_destinationFire on Close + health0integerHealth (shoot open) + locked_soundsoundLocked Sound + unlocked_soundsoundUnlocked Sound + locked_sentencestringLocked Sentence + unlocked_sentencestringUnlocked Sentence + mastertarget_destinationMaster + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + base + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + distance90integerDistance (deg) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
distance90integerDistance (deg)
speed100integerSpeed
movesndsoundMove Sound
stopsndsoundStop Sound
wait-1integerDelay before close (-1 = Stays open)
lipintegerLip
dmg0integerDamage inflicted when blocked
messagestringMessage if triggered
netnametarget_destinationFire on Close
health0integerHealth (shoot open)
locked_soundsoundLocked Sound
unlocked_soundsoundUnlocked Sound
locked_sentencestringLocked Sentence
unlocked_sentencestringUnlocked Sentence
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Starts Open + 2Reverse Dir + 4Don't link + 8Passable + 16One-way + 32Toggle + 64X Axis + 128Y Axis + 256Use Only + 512Monsters Can't + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_guntarget.html b/docs/entities/Solid/func_guntarget.html index 5898add79..60bbe7b70 100644 --- a/docs/entities/Solid/func_guntarget.html +++ b/docs/entities/Solid/func_guntarget.html @@ -8,7 +8,7 @@

func_guntarget

-

+

Gun target

KeyValues

@@ -19,44 +19,87 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + speed100integerSpeed + targettarget_destinationFirst stop target + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + messagetarget_destinationFire on damage + healthintegerDamage to Take + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
messagetarget_destinationFire on damage
healthintegerDamage to Take
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Start On + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_healthcharger.html b/docs/entities/Solid/func_healthcharger.html index a5893d299..cd96149eb 100644 --- a/docs/entities/Solid/func_healthcharger.html +++ b/docs/entities/Solid/func_healthcharger.html @@ -8,7 +8,7 @@

func_healthcharger

-

+

Wall health recharger

KeyValues

@@ -19,49 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalnamestringGlobal Entity Name
fire_on_rechargetarget_destinationTarget To Fire On Recharge
fire_on_emptytarget_destinationTarget To Fire On Empty
fire_on_spawn1choicesFire Targets On Map Spawn
fire_on_spawn0No
fire_on_spawn1Yes
total_juiceintegerTotal Juice In Charger (-1 == Unlimited)
recharge_delayintegerRecharge Delay
charge_per_useintegerCharge Per Use
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_ladder.html b/docs/entities/Solid/func_ladder.html index 2774bd7db..5552c032e 100644 --- a/docs/entities/Solid/func_ladder.html +++ b/docs/entities/Solid/func_ladder.html @@ -8,7 +8,7 @@

func_ladder

-

+

Ladder

KeyValues

@@ -19,8 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_monsterclip.html b/docs/entities/Solid/func_monsterclip.html index 098ff4732..efc413d1c 100644 --- a/docs/entities/Solid/func_monsterclip.html +++ b/docs/entities/Solid/func_monsterclip.html @@ -8,7 +8,7 @@

func_monsterclip

-

+

Monster clip brush

KeyValues

@@ -19,8 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_pushable.html b/docs/entities/Solid/func_pushable.html index c2ac64394..7319e1c3e 100644 --- a/docs/entities/Solid/func_pushable.html +++ b/docs/entities/Solid/func_pushable.html @@ -8,7 +8,7 @@

func_pushable

-

+

Pushable object

KeyValues

@@ -19,76 +19,118 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + health1integerStrength + material0choicesMaterial Type + material0Glass + material1Wood + material2Metal + material3Flesh + material4Cinder Block + material5Ceiling Tile + material6Computer + material7Unbreakable Glass + material8Rocks + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + base + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + size0choicesHull Size + size0Point size + size1Player size + size2Big Size + size3Player duck + friction50integerFriction (0-400) + buoyancy20integerBuoyancy) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
size0choicesHull Size
size0Point size
size1Player size
size2Big Size
size3Player duck
friction50integerFriction (0-400)
buoyancy20integerBuoyancy)
health1integerStrength
material0choicesMaterial Type
material0Glass
material1Wood
material2Metal
material3Flesh
material4Cinder Block
material5Ceiling Tile
material6Computer
material7Unbreakable Glass
material8Rocks
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 128Breakable + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_recharge.html b/docs/entities/Solid/func_recharge.html index 8e33a5873..0dec7fb5e 100644 --- a/docs/entities/Solid/func_recharge.html +++ b/docs/entities/Solid/func_recharge.html @@ -8,7 +8,7 @@

func_recharge

-

+

Wall Battery recharger

KeyValues

@@ -19,49 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalnamestringGlobal Entity Name
fire_on_rechargetarget_destinationTarget To Fire On Recharge
fire_on_emptytarget_destinationTarget To Fire On Empty
fire_on_spawn1choicesFire Targets On Map Spawn
fire_on_spawn0No
fire_on_spawn1Yes
total_juiceintegerTotal Juice In Charger (-1 == Unlimited)
recharge_delayintegerRecharge Delay
charge_per_useintegerCharge Per Use
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_tankcontrols.html b/docs/entities/Solid/func_tankcontrols.html index d418ef601..2962c5cb4 100644 --- a/docs/entities/Solid/func_tankcontrols.html +++ b/docs/entities/Solid/func_tankcontrols.html @@ -8,7 +8,7 @@

func_tankcontrols

-

+

Tank controls

KeyValues

@@ -19,33 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_traincontrols.html b/docs/entities/Solid/func_traincontrols.html index 7c7817ddd..37bcc5270 100644 --- a/docs/entities/Solid/func_traincontrols.html +++ b/docs/entities/Solid/func_traincontrols.html @@ -8,7 +8,7 @@

func_traincontrols

-

+

Train Controls

KeyValues

@@ -19,33 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
targettarget_destinationTarget
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_wall.html b/docs/entities/Solid/func_wall.html index af5e4fc5e..29b372c07 100644 --- a/docs/entities/Solid/func_wall.html +++ b/docs/entities/Solid/func_wall.html @@ -8,7 +8,7 @@

func_wall

-

+

Wall

KeyValues

@@ -19,41 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalnamestringGlobal Entity Name
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_wall_toggle.html b/docs/entities/Solid/func_wall_toggle.html index 62b591e9e..637af8152 100644 --- a/docs/entities/Solid/func_wall_toggle.html +++ b/docs/entities/Solid/func_wall_toggle.html @@ -8,7 +8,7 @@

func_wall_toggle

-

+

Toggleable geometry

KeyValues

@@ -19,75 +19,82 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + globalnamestringGlobal Entity Name + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
globalnamestringGlobal Entity Name
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
targetnametarget_sourceNameName is a general attribute used to identify entities
globalnamestringGlobal Entity Name
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Starts Invisible + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/func_water.html b/docs/entities/Solid/func_water.html index 5ec394a71..0cfda1a09 100644 --- a/docs/entities/Solid/func_water.html +++ b/docs/entities/Solid/func_water.html @@ -8,7 +8,7 @@

func_water

-

+

Liquid

KeyValues

@@ -19,77 +19,124 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + angles0 0 0vectorPitch Yaw Roll (Y Z X) + globalnamestringGlobal Entity Name + speed100integerSpeed + movesndsoundMove Sound + stopsndsoundStop Sound + wait-1integerDelay before close (-1 = Stays open) + lipintegerLip + dmg0integerDamage inflicted when blocked + messagestringMessage if triggered + netnametarget_destinationFire on Close + health0integerHealth (shoot open) + locked_soundsoundLocked Sound + unlocked_soundsoundUnlocked Sound + locked_sentencestringLocked Sentence + unlocked_sentencestringUnlocked Sentence + mastertarget_destinationMaster + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + rendermode0choicesFX Mode + rendermode0Normal + rendermode1color + rendermode2Texture + rendermode3Glow + rendermode4Solid + rendermode5Additive + renderamt255integerFX Amount (1 - 255) + rendercolor0 0 0color255FX Color (R G B) + renderfx0choicesFX Effect + renderfx0Normal + renderfx1Slow Pulse + renderfx2Fast Pulse + renderfx3Slow Wide Pulse + renderfx4Fast Wide Pulse + renderfx9Slow Strobe + renderfx10Fast Strobe + renderfx11Faster Strobe + renderfx12Slow Flicker + renderfx13Fast Flicker + renderfx5Slow Fade Away + renderfx6Fast Fade Away + renderfx7Slow Become Solid + renderfx8Fast Become Solid + renderfx14Constant Glow + renderfx15Distort + renderfx16Hologram (Distort + fade) + base + _minlightstringMinimum light level + zhlt_lightflagschoicesZHLT Lightflags + zhlt_lightflags0Default + zhlt_lightflags1Embedded Fix + zhlt_lightflags2Opaque (blocks light) + zhlt_lightflags3Opaque + Embedded fix + zhlt_lightflags4Opaque + Concave Fix + light_origintarget_destinationLight Origin Target + skin-3choicesContents + skin-3Water + skin-4Slime + skin-5Lava + WaveHeight3.2floatWave Height + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
skin-3choicesContents
skin-3Water
skin-4Slime
skin-5Lava
WaveHeight3.2floatWave Height
speed100integerSpeed
movesndsoundMove Sound
stopsndsoundStop Sound
wait-1integerDelay before close (-1 = Stays open)
lipintegerLip
dmg0integerDamage inflicted when blocked
messagestringMessage if triggered
netnametarget_destinationFire on Close
health0integerHealth (shoot open)
locked_soundsoundLocked Sound
unlocked_soundsoundUnlocked Sound
locked_sentencestringLocked Sentence
unlocked_sentencestringUnlocked Sentence
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Starts Open + 4Don't link + 8Passable + 32Toggle + 256Use Only + 512Monsters Can't + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/momentary_door.html b/docs/entities/Solid/momentary_door.html index 9483393d1..59ef87621 100644 --- a/docs/entities/Solid/momentary_door.html +++ b/docs/entities/Solid/momentary_door.html @@ -8,7 +8,7 @@

momentary_door

-

+

Momentary/Continuous door

KeyValues

@@ -19,72 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
angles0 0 0vectorPitch Yaw Roll (Y Z X)
globalnamestringGlobal Entity Name
speed100integerSpeed
movesndsoundMove Sound
stopsndsoundStop Sound
wait-1integerDelay before close (-1 = Stays open)
lipintegerLip
dmg0integerDamage inflicted when blocked
messagestringMessage if triggered
netnametarget_destinationFire on Close
health0integerHealth (shoot open)
locked_soundsoundLocked Sound
unlocked_soundsoundUnlocked Sound
locked_sentencestringLocked Sentence
unlocked_sentencestringUnlocked Sentence
mastertarget_destinationMaster
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
_minlightstringMinimum light level
zhlt_lightflagschoicesZHLT Lightflags
zhlt_lightflags0Default
zhlt_lightflags1Embedded Fix
zhlt_lightflags2Opaque (blocks light)
zhlt_lightflags3Opaque + Embedded fix
zhlt_lightflags4Opaque + Concave Fix
light_origintarget_destinationLight Origin Target
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_autosave.html b/docs/entities/Solid/trigger_autosave.html index dfa4679c6..847522781 100644 --- a/docs/entities/Solid/trigger_autosave.html +++ b/docs/entities/Solid/trigger_autosave.html @@ -8,7 +8,7 @@

trigger_autosave

-

+

AutoSave Trigger

KeyValues

@@ -19,9 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
mastertarget_destinationMaster
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_gravity.html b/docs/entities/Solid/trigger_gravity.html index 21989993b..d3ef81fd0 100644 --- a/docs/entities/Solid/trigger_gravity.html +++ b/docs/entities/Solid/trigger_gravity.html @@ -8,7 +8,7 @@

trigger_gravity

-

+

Gravity Trigger

KeyValues

@@ -19,52 +19,68 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + netnametarget_destinationTarget Path + messagestringMessage + targettarget_destinationTarget + m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET + m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave. + m_UseType0USE_OFF + m_UseType1USE_ON + m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity. + m_UseType3USE_TOGGLE + m_UseType4USE_KILLRemove the entity from the world. + m_UseType5USE_SAMESends the same USE_TYPE that this entity receive. + m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent + m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher. + m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue + m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue + m_UseValuefloatUse Value + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + mastertarget_destinationMaster + gravity1.0floatGravity (0-1) + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
gravity1.0floatGravity (0-1)
netnametarget_destinationTarget Path
messagestringMessage
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Monsters + 2No Clients + 4Pushables + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_hurt.html b/docs/entities/Solid/trigger_hurt.html index 522e5111f..62e6b7c09 100644 --- a/docs/entities/Solid/trigger_hurt.html +++ b/docs/entities/Solid/trigger_hurt.html @@ -8,7 +8,7 @@

trigger_hurt

-

+

Trigger player hurt

KeyValues

@@ -19,57 +19,75 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + targettarget_destinationTarget + mastertarget_destinationMaster + dmg10integerDamage + damagetype0choicesDamage + damagetype0GENERIC + damagetype1CRUSH + damagetype2BULLET + damagetype4SLASH + damagetype8BURN + damagetype16FREEZE + damagetype32FALL + damagetype64BLAST + damagetype128CLUB + damagetype256SHOCK + damagetype512SONIC + damagetype1024ENERGYBEAM + damagetype16384DROWN + damagetype32768PARALYSE + damagetype65536NERVEGAS + damagetype131072POISON + damagetype262144RADIATION + damagetype524288DROWNRECOVER + damagetype1048576CHEMICAL + damagetype2097152SLOWBURN + damagetype4194304SLOWFREEZE + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
dmg10integerDamage
damagetype0choicesDamage
damagetype0GENERIC
damagetype1CRUSH
damagetype2BULLET
damagetype4SLASH
damagetype8BURN
damagetype16FREEZE
damagetype32FALL
damagetype64BLAST
damagetype128CLUB
damagetype256SHOCK
damagetype512SONIC
damagetype1024ENERGYBEAM
damagetype16384DROWN
damagetype32768PARALYSE
damagetype65536NERVEGAS
damagetype131072POISON
damagetype262144RADIATION
damagetype524288DROWNRECOVER
damagetype1048576CHEMICAL
damagetype2097152SLOWBURN
damagetype4194304SLOWFREEZE
targettarget_destinationTarget
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 1Target Once + 2Start Off + 8No clients + 16Fire Clients Only + 32TouchClientOnly + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_monsterjump.html b/docs/entities/Solid/trigger_monsterjump.html index 0d2faf8b7..9fea8160d 100644 --- a/docs/entities/Solid/trigger_monsterjump.html +++ b/docs/entities/Solid/trigger_monsterjump.html @@ -8,7 +8,7 @@

trigger_monsterjump

-

+

Trigger monster jump

KeyValues

@@ -19,38 +19,51 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + speed100integerSpeed + targettarget_destinationTarget + killtargettarget_destinationKillTarget + delay0floatDelay before trigger + mastertarget_destinationMaster + height128integerJump Height + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
speed40integerJump Speed
height128integerJump Height
targettarget_destinationTarget
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_once.html b/docs/entities/Solid/trigger_once.html index d02512876..9caa1f26b 100644 --- a/docs/entities/Solid/trigger_once.html +++ b/docs/entities/Solid/trigger_once.html @@ -8,7 +8,7 @@

trigger_once

-

+

Activate once

KeyValues

@@ -19,51 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
netnametarget_destinationTarget Path
messagestringMessage
targettarget_destinationTarget
m_UseType-1choicesUse TypeAnything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET
m_UseType-1USE_UNSET (default)This is the value by default and will have no effect at all in how entities normaly behave.
m_UseType0USE_OFF
m_UseType1USE_ON
m_UseType2USE_SETDoes use of m_UseValue, See how it affects each entity.
m_UseType3USE_TOGGLE
m_UseType4USE_KILLRemove the entity from the world.
m_UseType5USE_SAMESends the same USE_TYPE that this entity receive.
m_UseType6USE_OPPOSITESends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent
m_UseType7USE_TOUCHCalls the Touch function, the activator will be passed as the toucher.
m_UseType8USE_LOCKLocks the entity. Does use of m_UseValue
m_UseType9USE_UNLOCKUn-Locks the entity. Does use of m_UseValue
m_UseValuefloatUse Value
killtargettarget_destinationKillTarget
delay0floatDelay before trigger
mastertarget_destinationMaster
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/trigger_transition.html b/docs/entities/Solid/trigger_transition.html index a4c9cb3eb..21944dee3 100644 --- a/docs/entities/Solid/trigger_transition.html +++ b/docs/entities/Solid/trigger_transition.html @@ -8,7 +8,7 @@

trigger_transition

-

+

Select Transition Area

KeyValues

@@ -19,32 +19,45 @@

KeyValues

Type FGD Description + + targetnametarget_sourceNameName is a general attribute used to identify entities + appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition. + appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer. + appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer + appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer + appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition. + appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer. + appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer + appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer + appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition. + appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative. + appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative + appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative + appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition. + appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy. + appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy + appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy + appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition. + appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium. + appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium + appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium + appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition. + appearflag_skillhard-1Not inThis entity won't exist if the game is Hard. + appearflag_skillhard0DefaultThis entity is not affected by the game being Hard + appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard + + + +

Spawnflags

+ - - - - - - - - - - - - - - - - - - - - - - - - - - -
title
targetnametarget_sourceNameName is a general attribute used to identify entities
appearflag_singleplayer0choices#AppearFlags SinglePlayerAppearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.
appearflag_singleplayer-1Not inThis entity won't exist if the game is SinglePlayer.
appearflag_singleplayer0DefaultThis entity is not affected by the game being SinglePlayer
appearflag_singleplayer1Only inThis entity won't exist if the game is NOT SinglePlayer
appearflag_multiplayer0choices#AppearFlags MultiPlayerAppearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.
appearflag_multiplayer-1Not inThis entity won't exist if the game is MultiPlayer.
appearflag_multiplayer0DefaultThis entity is not affected by the game being MultiPlayer
appearflag_multiplayer1Only inThis entity won't exist if the game is NOT MultiPlayer
appearflag_cooperative0choices#AppearFlags CooperativeAppearance flags for Cooperative, This control when this entity should or should not appear in this condition.
appearflag_cooperative-1Not inThis entity won't exist if the game is Cooperative.
appearflag_cooperative0DefaultThis entity is not affected by the game being Cooperative
appearflag_cooperative1Only inThis entity won't exist if the game is NOT Cooperative
appearflag_skilleasy0choices#AppearFlags EasyAppearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.
appearflag_skilleasy-1Not inThis entity won't exist if the game is Easy.
appearflag_skilleasy0DefaultThis entity is not affected by the game being Easy
appearflag_skilleasy1Only inThis entity won't exist if the game is NOT Easy
appearflag_skillmedium0choices#AppearFlags MediumAppearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.
appearflag_skillmedium-1Not inThis entity won't exist if the game is Medium.
appearflag_skillmedium0DefaultThis entity is not affected by the game being Medium
appearflag_skillmedium1Only inThis entity won't exist if the game is NOT Medium
appearflag_skillhard0choices#AppearFlags HardAppearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.
appearflag_skillhard-1Not inThis entity won't exist if the game is Hard.
appearflag_skillhard0DefaultThis entity is not affected by the game being Hard
appearflag_skillhard1Only inThis entity won't exist if the game is NOT Hard
+ Bit + FGD + Description + + + 2048Only in SingleplayerThis entity won't spawn at all in multi-player + + + diff --git a/docs/entities/Solid/worldspawn.html b/docs/entities/Solid/worldspawn.html index 897ea0472..c19ed3a35 100644 --- a/docs/entities/Solid/worldspawn.html +++ b/docs/entities/Solid/worldspawn.html @@ -8,7 +8,7 @@

worldspawn

-

+

World entity

KeyValues

@@ -19,24 +19,25 @@

KeyValues

Type FGD Description - -title -messagestringMap Description / Title -skynameskyenvironment map (cl_skyname) -lightintegerDefault light level -WaveHeightstringDefault Wave Height -MaxRange4096stringMax viewable distance -chaptertitlestringChapter Title Message -startdark0choicesLevel Fade In -startdark0No -startdark1Yes -gametitlestringGame whose title to display -newunit0choicesNew Level Unit -newunit0No, keep current -newunit1Yes, clear previous levels -mapteamsgrunt;scientiststringMap Team List -defaultteam0choicesDefault Team -defaultteam0Fewest Players -defaultteam1First Team - + + messagestringMap Description / Title + skynameskyenvironment map (cl_skyname) + lightintegerDefault light level + WaveHeightstringDefault Wave Height + MaxRange4096stringMax viewable distance + chaptertitlestringChapter Title Message + startdark0choicesLevel Fade In + startdark0No + startdark1Yes + gametitlestringGame whose title to display + newunit0choicesNew Level Unit + newunit0No, keep current + newunit1Yes, clear previous levels + mapteamsgrunt;scientiststringMap Team List + defaultteam0choicesDefault Team + defaultteam0Fewest Players + defaultteam1First Team + + + diff --git a/docs/entities_update.html b/docs/entities_update.html new file mode 100644 index 000000000..e1f704541 --- /dev/null +++ b/docs/entities_update.html @@ -0,0 +1,106 @@ + + + + + + aiscripted_sequence + + + +

Updating wiki

+

Using the python script format_forge_game_data.py we parse the json files located in 'entitydata/' to write our updated FGD and build the "entities" part of the wiki

+

Note: Commentary are not allowed, this is only shown in here for explanation.

+
+{
+    "Class Name":
+    {
+        // Entity Atributes
+        "atributes":
+        {
+            // Entity color "R G B"
+            "color": "255 0 0",
+
+            // Entity size "Vector min, Vector max"
+            "size": "-16 -16 -16, 16 16 16",
+
+            // Entity flags "Flag1, Flag2, Flag3"
+            "flags": "Angle",
+
+            // Entity studio model, leave empty ("") if using with keyvalues
+            "studio": "models/model.mdl",
+
+            // Entity sprite model, leave empty ("") if using with keyvalues
+            "sprite": "sprites/sprite.spr",
+
+            // Entity sprite model to show on the level design only
+            "iconsprite": "sprites/sprite.spr",
+
+            // Description to show on level design and wiki
+            "title": "Short Description",
+
+            // Description to show on level design and wiki
+            "description": "Full Description",
+
+            // BaseClass to use.
+            // Note "Mandatory" and "appearflags" are automatically added
+            // to all entities due to it being supported by all of them
+            "base": "Angles, Target, rendersettings, CBaseDelay"
+
+        },
+        // Entity KeyValue Fields
+        "key name":
+        {
+            // Type of key, see your level-editor program for supporting
+            "type": "integer",
+
+            // Title for this key on the level-editor entity keyvalue field
+            "title": "Key Title",
+
+            // Detailed description for the wiki
+            "description": "Detailed description",
+
+            // Default value of this key
+            "default": "",
+
+            // min value to cap integer choices if type is "cap" (if bool is true)
+            "min": "0",
+
+            // max value to cap integer choices if type is "cap" (if bool is true)
+            "max": "10",
+
+            // when type is "choices" this is required as well as "default"
+            "choices":
+            {
+                "choices":
+                {
+                    "value name":
+                    {
+                        // Title for this key on the level-editor entity keyvalue field
+                        "title": "Key Title",
+
+                        // Detailed description for the wiki
+                        "description": "Detailed description"
+                    }
+                }
+            }
+        }
+        "spawnflags":
+        {
+            // Bit field number of this spawnflag
+            "bit field":
+            {
+                    // Title for this field on the level-editor entity keyvalue field
+                    "title": "Key Title",
+
+                    // Detailed description for the wiki
+                    "description": "Detailed description"
+            }
+        }
+    }
+}
+
+ +

BaseClasses must be writted in BaseClass.json
While for entities you have to create a single json file for each of them
Name them with their classname
This will sort them aphabeticaly too

+ + + diff --git a/docs/scripts/jsonview.css b/docs/scripts/jsonview.css new file mode 100644 index 000000000..6ca1779f3 --- /dev/null +++ b/docs/scripts/jsonview.css @@ -0,0 +1,186 @@ +body { + font-family: sans-serif; + margin: 0; + padding: 0; + } + + .prop { + font-weight: bold; + } + + .null { + color: #A52A2A; + } + + .bool { + color: blue; + } + + .num { + color: blue; + } + + .string { + color: green; + white-space: pre-wrap; + } + + .collapser { + position: absolute; + left: -1em; + top: -.2em; + cursor: pointer; + transform: rotate(90deg); + transition: transform .2s; + } + + .collapser:before { + content: "▸"; + user-select: none; + } + + .collapsible.collapsed { + height: 1.2em; + width: 1em; + display: inline-block; + overflow: hidden; + vertical-align: top; + margin: 0; + } + .collapsible.collapsed:before { + content: "…"; + width: 1em; + margin-left: .2em; + } + + .collapser.collapsed { + transform: rotate(0deg); + } + + .q { + display: inline-block; + width: 0px; + color: transparent; + } + + .quoted .q { + display: inline; + width: auto; + color: inherit; + font-weight: normal; + } + + li { + position: relative; + } + + #error { + border-bottom: 1px solid rgb(212, 209, 209); + background-color: rgb(239, 239, 239); + margin-bottom: 1.5em; + padding: 1em .5em; + } + + .errormessage { + font-family: monospace; + margin-top: .5em; + color: rgb(167, 5, 5); + } + + .errorcolumn { + background-color: rgb(167, 5, 5); + color: white; + } + + .errorline { + background-color: rgb(255, 226, 226); + } + + #json { + font-family: monospace; + font-size: 1.1em; + white-space: pre-wrap; + margin: .5em; + } + + ul { + list-style: none; + margin: 0 0 0 2em; + padding: 0; + } + + h1 { + font-size: 1.2em; + } + + /* Indent JSON when there's a callback. */ + .callback + #json { + padding-left: 1em; + } + + .callback { + font-family: monospace; + color: #A52A2A; + } + + /* Tomorrow Night theme */ + @media (prefers-color-scheme: dark) { + body { + background-color: #27292C; + color: #D7DAD8; + } + + a { + color: #4c9edd; + } + a:visited { + color: #b678c7; + } + + .bool { + color: #92B2CA; + } + + .num { + color: #92B2CA; + } + + .null { + color: #D77C78; + } + + .callback { + color: #D77C78; + } + + .string { + color: #C2C77B; + } + + #error { + border-bottom: 1px solid rgb(61, 61, 61); + background-color: rgb(37, 37, 37); + margin-bottom: 1.5em; + padding: 1em .5em; + } + + .errormessage { + font-family: monospace; + margin-top: .5em; + color: rgb(212, 10, 10); + } + + .errorcolumn { + background-color: rgb(212, 10, 10); + color: white; + } + + .errorline { + background-color: rgb(32, 29, 29); + } + } + + .spacer { + display: inline-block; + width: 0px; + } \ No newline at end of file diff --git a/docs/scripts/jsonview.js b/docs/scripts/jsonview.js new file mode 100644 index 000000000..24b2baf9b --- /dev/null +++ b/docs/scripts/jsonview.js @@ -0,0 +1,60 @@ +// This used to use jQuery, but was rewritten in plan DOM for speed and to get rid of the jQuery dependency. +document.addEventListener('DOMContentLoaded', function() { + "use strict"; + + // Click handler for collapsing and expanding objects and arrays + function collapse(evt) { + var collapser = evt.target; + + while (collapser && (!collapser.classList || !collapser.classList.contains('collapser'))) { + collapser = collapser.nextSibling; + } + if (!collapser || !collapser.classList || !collapser.classList.contains('collapser')) { + return; + } + + evt.stopPropagation(); + + collapser.classList.toggle('collapsed'); + + var collapsible = collapser; + while (collapsible && (!collapsible.classList || !collapsible.classList.contains('collapsible'))) { + collapsible = collapsible.nextSibling; + } + collapsible.classList.toggle('collapsed'); + } + + /* + * Collapses the whole json using keyboard + * TODO: Add a navigator support for each of the elements + */ + function collapseAll(evt) { + var inputList; + var i; + + // Ignore anything paired with a modifier key. See https://github.com/bhollis/jsonview/issues/69 + if (evt.ctrlKey || evt.shiftKey || evt.altKey || evt.metaKey) { + return; + } + + if (evt.keyCode === 37) { // Collapses the json on left arrow key up + inputList = document.querySelectorAll('.collapsible, .collapser'); + for (i = 0; i < inputList.length; i++) { + if (inputList[i].parentNode.id !== 'json') { + inputList[i].classList.add('collapsed'); + } + } + evt.preventDefault(); + } else if (evt.keyCode === 39) { // Expands the json on right arrow key up + inputList = document.querySelectorAll('.collapsed'); + for (i = 0; i < inputList.length; i++) { + inputList[i].classList.remove('collapsed'); + } + evt.preventDefault(); + } + } + + // collapse with event delegation + document.addEventListener('click', collapse, false); + document.addEventListener('keyup', collapseAll, false); + }, false); \ No newline at end of file diff --git a/docs/styles.css b/docs/styles.css index 62012f7ec..f4645bfae 100644 --- a/docs/styles.css +++ b/docs/styles.css @@ -7,6 +7,27 @@ body text-align: center; } +pre +{ + background-color: rgb(37, 0, 80); + text-align: left; + font-weight: lighter; + font-size: medium; +} + +jsstr +{ + color: #6dbff9; +} +jsvar +{ + color: #eef200; +} +jscm +{ + color: #3c6500; +} + .table_description { text-align: left; diff --git a/entitydata/BaseClass.json b/entitydata/BaseClass.json new file mode 100644 index 000000000..08f5892f7 --- /dev/null +++ b/entitydata/BaseClass.json @@ -0,0 +1,1321 @@ +{ + "Angles": + { + "angles": + { + "type": "vector", + "title": "Pitch Yaw Roll (Y Z X)", + "default": "0 0 0", + "description": "" + } + }, + "_minlight": + { + "_minlight": + { + "type": "string", + "title": "Minimum light level" + } + }, + "appearflags": + { + "appearflag_singleplayer": + { + "type": "choices", + "title": "#AppearFlags SinglePlayer", + "default": "0", + "description": "Appearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is SinglePlayer." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being SinglePlayer" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT SinglePlayer" + } + } + }, + "appearflag_multiplayer": + { + "type": "choices", + "title": "#AppearFlags MultiPlayer", + "default": "0", + "description": "Appearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is MultiPlayer." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being MultiPlayer" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT MultiPlayer" + } + } + }, + "appearflag_cooperative": + { + "type": "choices", + "title": "#AppearFlags Cooperative", + "default": "0", + "description": "Appearance flags for Cooperative, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is Cooperative." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being Cooperative" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT Cooperative" + } + } + }, + "appearflag_skilleasy": + { + "type": "choices", + "title": "#AppearFlags Easy", + "default": "0", + "description": "Appearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is Easy." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being Easy" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT Easy" + } + } + }, + "appearflag_skillmedium": + { + "type": "choices", + "title": "#AppearFlags Medium", + "default": "0", + "description": "Appearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is Medium." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being Medium" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT Medium" + } + } + }, + "appearflag_skillhard": + { + "type": "choices", + "title": "#AppearFlags Hard", + "default": "0", + "description": "Appearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.", + "choices": + { + "-1": + { + "title": "Not in", + "description": "This entity won't exist if the game is Hard." + }, + "0": + { + "title": "Default", + "description": "This entity is not affected by the game being Hard" + }, + "1": + { + "title": "Only in", + "description": "This entity won't exist if the game is NOT Hard" + } + } + } + }, + "Breakable": + { + "health": + { + "type": "integer", + "title": "Strength", + "default" : "1" + }, + "material": + { + "title": "Material Type", + "type": "choices", + "default": "0", + "choices": + { + "0": + { + "title": "Glass" + }, + "1": + { + "title": "Wood" + }, + "2": + { + "title": "Metal" + }, + "3": + { + "title": "Flesh" + }, + "4": + { + "title": "Cinder Block" + }, + "5": + { + "title": "Ceiling Tile" + }, + "6": + { + "title": "Computer" + }, + "7": + { + "title": "Unbreakable Glass" + }, + "8": + { + "title": "Rocks" + } + }, + "explosion": + { + "type": "choices", + "title": "Gibs Direction", + "default": "0", + "choices": + { + "0": + { + "title": "Random" + }, + "1": + { + "title": "Relative to Attack" + } + } + }, + "gibmodel": + { + "type": "studio", + "title": "Gib Model" + }, + "spawnobject": + { + "type": "string", + "title": "Item to spawn on break" + }, + "explodemagnitude": + { + "type": "integer", + "title": "Explode Magnitude (0=none)", + "default" : "0" + } + } + }, + "CBaseAmmo": + { + "atributes": + { + "color": "4 128 240" + }, + "ammo_amount": + { + "type": "integer", + "title": "Ammo Amount To Give (-1 == Maximum)", + "default": "", + "description": "If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity." + } + }, + "CBaseDelay": + { + "killtarget": + { + "type": "target_destination", + "title": "KillTarget", + "default": "", + "description": "" + }, + "delay": + { + "type": "float", + "title": "Delay before trigger", + "default": "0", + "description": "" + } + }, + "CBaseItem": + { + "atributes": + { + "size": "-16 -16 0, 16 16 32", + "color": "0 0 200", + "studio": "" + }, + "respawn_delay": + { + "type": "float", + "title": "Respawn delay (-1 == Never)", + "default": "-1", + "description": "Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer." + }, + "stay_visible_during_respawn": + { + "type": "choices", + "title": "Stay Visible During Respawn", + "default": "0", + "choices": + { + "0": + { + "title": "No", + "description": "The items are invisible until respawn." + }, + "1": + { + "title": "Yes", + "description": "The item remains visible during the respawn time." + } + } + }, + "flash_on_respawn": + { + "type": "choices", + "title": "Flash On Respawn", + "default": "1", + "choices": + { + "0": + { + "title": "No", + "description": "" + }, + "1": + { + "title": "Yes", + "description": "The item will flash when it respawns." + } + } + }, + "play_pickup_sound": + { + "type": "choices", + "title": "Play Pickup Sound", + "default": "1", + "choices": + { + "0": + { + "title": "No", + "description": "The item won't play its pickup sound." + }, + "1": + { + "title": "Yes", + "description": "The item will play its pickup sound." + } + } + }, + "fall_mode": + { + "type": "choices", + "title": "Fall Mode", + "default": "0", + "description": "Controls whether the item falls to the ground or floats when it spawns.", + "choices": + { + "0": + { + "title": "Fall", + "description": "Item falls to ground when it spawns" + }, + "1": + { + "title": "Float", + "description": "Item floats in the air where it spawns" + } + } + }, + "trigger_on_spawn": + { + "type": "target_destination", + "title": "Trigger On Spawn", + "default": "", + "description": "Target to trigger when the item (re)spawns." + }, + "trigger_on_despawn": + { + "type": "target_destination", + "title": "Trigger On Despawn", + "default": "", + "description": "Target to trigger when the item despawns. This happens when the player picks up the item." + } + }, + "CCineMonster": + { + "color": "164 128 255", + "size": "-16 -16 0, 16 16 72", + "flags": "Angle", + "spawnflags": + { + "4": + { + "title": "Repeatable", + "default": "0", + "description": "If enabled, the sequence can be repeated more than once. Otherwise the entity will be removed once the sequence is complete." + }, + "8": + { + "title": "Leave Corpse", + "default": "0", + "description": "If enabled, the monster leave it's corpse instead of fading out. This is only noticeable in-between two scripted_sequence when the monster is on a dying state." + } + }, + "m_iszEntity": + { + "type": "target_generic", + "title": "Target Monster", + "default": "", + "description": "The name of the monster entity that this sequence affects. You can also input a monster classname (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)" + }, + "m_iszPlay": + { + "type": "string", + "title": "Action Animation", + "default": "", + "description": "The name of the animation that will be performed by \"Target Monster\"." + }, + "m_flRadius": + { + "type": "integer", + "title": "Search Radius", + "default": "512", + "description": "If you input a monster classname into \"Target Monster\", the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence." + }, + "m_flRepeat": + { + "type": "float", + "title": "Repeat Rate ms", + "default": "0", + "description": "How often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used." + }, + "m_fMoveTo": + { + "type": "choices", + "title": "Move to Position", + "default": "0", + "description": "Sets how (or if) the monster moves before performing the animation", + "choices": + { + "0": + { + "title": "No", + "description": "The monster will not move or turn. It will perform the animation wherever it is." + }, + "1": + { + "title": "Walk", + "description": "The monster will walk to the scripted_sequence, then perform the animation." + }, + "2": + { + "title": "Run", + "description": "The monster will run to the scripted_sequence, then perform the animation." + }, + "4": + { + "title": "Instantaneous", + "description": "The monster will instantly warp to the location of the scripted_sequence and perform the animation." + }, + "5": + { + "title": "No - Turn to Face", + "description": "The monster will not move, but will turn to the scripted_sequence's angle before performing the animation." + } + } + }, + "m_iFinishSchedule": + { + "type": "choices", + "title": "AI Schedule when done", + "default": "0", + "description": "Defines what happens to the monster's AI when the sequence is completed/canceled.", + "choices": + { + "0": + { + "title": "Default AI", + "description": "The AI will order the monster to clear it's schedule (kinda like a \"reset\"). It will resume normal behavior afterwards." + }, + "1": + { + "title": "Ambush", + "description": "The AI will order the monster to go into an \"ambush\" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage." + } + } + } + }, + "CCustomModels": + { + "model_replacement_filename": + { + "type": "string", + "title": "Model replacement file", + "default": "", + "description": "Path to the model replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" + } + }, + "CCustomSentence": + { + "sentence_replacement_filename": + { + "type": "string", + "title": "Sentence replacement file", + "default": "", + "description": "Path to the Sentence replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" + } + }, + "CCustomSounds": + { + "sound_replacement_filename": + { + "type": "string", + "title": "Sound replacement file", + "default": "", + "description": "Path to the Sound replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" + } + }, + "CDoor": + { + "speed": + { + "type": "integer", + "title": "Speed", + "default": "100" + }, + "movesnd": + { + "type": "sound", + "title": "Move Sound" + }, + "stopsnd": + { + "type": "sound", + "title": "Stop Sound" + }, + "wait": + { + "type": "integer", + "title": "Delay before close (-1 = Stays open)", + "default": "-1" + }, + "lip": + { + "type": "integer", + "title": "Lip" + }, + "dmg": + { + "type": "integer", + "default": "0", + "title": "Damage inflicted when blocked" + }, + "message": + { + "type": "string", + "title": "Message if triggered" + }, + "netname": + { + "type": "target_destination", + "title": "Fire on Close" + }, + "health": + { + "type": "integer", + "default": "0", + "title": "Health (shoot open)" + }, + "spawnflags": + { + "1":{ + "title": "Starts Open" + }, + "4":{ + "title": "Don't link" + }, + "8":{ + "title": "Passable" + }, + "32":{ + "title": "Toggle" + }, + "256":{ + "title": "Use Only" + }, + "512":{ + "title": "Monsters Can't" + } + } + }, + "CRopes": + { + "segments": + { + "type": "integer", + "title": "Segments" + }, + "disable": + { + "type": "choices", + "title": "Disable Use", + "default": "0", + "choices": + { + "0": + { + "title": "Not Disabled" + }, + "1": + { + "title": "Disabled" + } + } + }, + "endingmodel": + { + "type": "studio", + "title": "Ending Model", + "default": "models/rope16.mdl" + }, + "bodymodel": + { + "type": "studio", + "title": "Body Model", + "default": "models/rope16.mdl" + } + }, + "CFuncFriction": + { + "modifier": + { + "type": "cap", + "title": "Percentage of standard (0 - 100)", + "default": "15", + "min": "0", + "max": "100" + } + }, + "CTrigger": + { + "netname": + { + "type": "target_destination", + "title": "Target Path" + }, + "message": + { + "type": "string", + "title": "Message" + }, + "spawnflags": + { + "1":{ + "title": "Monsters" + }, + "2":{ + "title": "No Clients" + }, + "4":{ + "title": "Pushables" + } + } + }, + "CTriggerState": + { + "triggerstate": + { + "type": "choices", + "title": "Trigger State", + "default": "0", + "choices": + { + "0":{ + "title": "Off" + }, + "1":{ + "title": "On" + }, + "2":{ + "title": "Toggle" + } + } + } + }, + "CFuncChargers": + { + "fire_on_recharge": + { + "type": "target_destination", + "title": "Target To Fire On Recharge" + }, + "fire_on_empty": + { + "type": "target_destination", + "title": "Target To Fire On Empty" + }, + "fire_on_spawn": + { + "type": "choices", + "title": "Fire Targets On Map Spawn", + "default": "1", + "choices": + { + "0":{ + "title": "No" + }, + "1":{ + "title": "Yes" + } + } + }, + "total_juice": + { + "type": "integer", + "title": "Total Juice In Charger (-1 == Unlimited)" + }, + "recharge_delay": + { + "type": "integer", + "title": "Recharge Delay" + }, + "charge_per_use": + { + "type": "integer", + "title": "Charge Per Use" + } + }, + "CGibShooter": + { + "base": "SF1Repeatable", + "size": "-16 -16 -16, 16 16 16", + "flags": "Angle", + "m_iGibs": + { + "type": "integer", + "title": "Number of Gibs", + "default": "3" + }, + "delay": + { + "type": "float", + "title": "Delay between shots", + "default": "0" + }, + "m_flVelocity": + { + "type": "integer", + "title": "Give Velocity", + "default": "200" + }, + "m_flVariance": + { + "type": "float", + "title": "Course Variance", + "default": "0.15" + }, + "m_flGibLife": + { + "type": "float", + "title": "Gib Life", + "default": "4" + } + }, + "CReplacemetFile": + { + "base": "CCustomModels, CCustomSounds, CCustomSentence" + }, + "CUnLockedSounds": + { + "locked_sound": + { + "title": "Locked Sound", + "type": "sound" + }, + "unlocked_sound": + { + "title": "Unlocked Sound", + "type": "sound" + }, + "locked_sentence": + { + "title": "Locked Sentence", + "type": "string" + }, + "unlocked_sentence": + { + "title": "Unlocked Sentence", + "type": "string" + } + }, + "FireTargets": + { + "m_UseType": + { + "type": "choices", + "title": "Use Type", + "default": "-1", + "description": "Anything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET", + "choices": + { + "-1": + { + "title": "USE_UNSET (default)", + "description": "This is the value by default and will have no effect at all in how entities normaly behave." + }, + "0": + { + "title": "USE_OFF", + "description": "" + }, + "1": + { + "title": "USE_ON", + "description": "" + }, + "2": + { + "title": "USE_SET", + "description": "Does use of m_UseValue, See how it affects each entity." + }, + "3": + { + "title": "USE_TOGGLE", + "description": "" + }, + "4": + { + "title": "USE_KILL", + "description": "Remove the entity from the world." + }, + "5": + { + "title": "USE_SAME", + "description": "Sends the same USE_TYPE that this entity receive." + }, + "6": + { + "title": "USE_OPPOSITE", + "description": "Sends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent" + }, + "7": + { + "title": "USE_TOUCH", + "description": "Calls the Touch function, the activator will be passed as the toucher." + }, + "8": + { + "title": "USE_LOCK", + "description": "Locks the entity. Does use of m_UseValue" + }, + "9": + { + "title": "USE_UNLOCK", + "description": "Un-Locks the entity. Does use of m_UseValue" + } + } + }, + "m_UseValue": + { + "type": "float", + "title": "Use Value", + "default": "", + "description": "" + } + }, + "Global": + { + "globalname": + { + "type": "string", + "title": "Global Entity Name", + "default": "", + "description": "" + } + }, + "hullsize": + { + "custom_hull_min": + { + "type": "vector", + "title": "Custom Min hullsize (X Y Z)", + "description": "Custom minimum hull size. This overrides the size specified by models and entities." + }, + "custom_hull_max": + { + "type": "vector", + "title": "Custom Max hullsize (X Y Z)", + "description": "Custom maximum hull size. This overrides the size specified by models and entities." + } + }, + "Mandatory": + { + "spawnflags": + { + "2048": + { + "title": "Only in Singleplayer", + "description": "This entity won't spawn at all in multi-player" + } + }, + "targetname": + { + "type": "target_source", + "title": "Name", + "description": "Name is a general attribute used to identify entities" + } + }, + "Master": + { + "master": + { + "type": "target_destination", + "title": "Master", + "default": "", + "description": "" + } + }, + "PlatSounds": + { + "movesnd": + { + "type": "sound", + "title": "Move Sound" + }, + "stopsnd": + { + "type": "sound", + "title": "Stop Sound" + }, + "volume": + { + "type": "float", + "title": "Sound Volume 0.0 - 1.0", + "default": "0.85" + } + }, + "renderamt": + { + "renderamt": + { + "type": "cap", + "title": "FX Amount (1 - 255)", + "default": "255", + "description": "", + "min": "0", + "max": "255" + } + }, + "rendercolor": + { + "rendercolor": + { + "type": "color255", + "title": "FX Color (R G B)", + "default": "0 0 0", + "description": "" + } + }, + "renderfx": + { + "renderfx": + { + "type": "choices", + "title": "FX Effect", + "default": "0", + "description": "", + "choices": + { + "0": + { + "title": "Normal", + "description": "" + }, + "1": + { + "title": "Slow Pulse", + "description": "" + }, + "2": + { + "title": "Fast Pulse", + "description": "" + }, + "3": + { + "title": "Slow Wide Pulse", + "description": "" + }, + "4": + { + "title": "Fast Wide Pulse", + "description": "" + }, + "9": + { + "title": "Slow Strobe", + "description": "" + }, + "10": + { + "title": "Fast Strobe", + "description": "" + }, + "11": + { + "title": "Faster Strobe", + "description": "" + }, + "12": + { + "title": "Slow Flicker", + "description": "" + }, + "13": + { + "title": "Fast Flicker", + "description": "" + }, + "5": + { + "title": "Slow Fade Away", + "description": "" + }, + "6": + { + "title": "Fast Fade Away", + "description": "" + }, + "7": + { + "title": "Slow Become Solid", + "description": "" + }, + "8": + { + "title": "Fast Become Solid", + "description": "" + }, + "14": + { + "title": "Constant Glow", + "description": "" + }, + "15": + { + "title": "Distort", + "description": "" + }, + "16": + { + "title": "Hologram (Distort + fade)", + "description": "" + } + } + } + }, + "rendermode": + { + "rendermode": + { + "type": "choices", + "title": "FX Mode", + "default": "0", + "description": "", + "choices": { + "0": { + "title": "Normal", + "description": "" + }, + "1": { + "title": "color", + "description": "" + }, + "2": { + "title": "Texture", + "description": "" + }, + "3": { + "title": "Glow", + "description": "" + }, + "4": { + "title": "Solid", + "description": "" + }, + "5": { + "title": "Additive", + "description": "" + } + } + } + }, + "rendersettings": + { + "atributes": + { + "base": "rendermode, renderamt, rendercolor, renderfx" + } + }, + "Scale": + { + "scale": + { + "type": "float", + "title": "Scale", + "default": "1.0" + } + }, + "Skin": + { + "skin": + { + "type": "integer", + "title": "Skin", + "default": "0" + } + }, + "Sequence": + { + "sequence": + { + "type": "integer", + "title": "Animation Sequence (editor)", + "default": "", + "description": "Sequence to display in Jackhammer. This does not affect gameplay." + } + }, + "SF1Repeatable": + { + "spawnflags": + { + "1": + { + "title": "Repeatable", + "default": "0", + "description": "" + } + } + }, + "SF1Remove": + { + "spawnflags": + { + "1": + { + "title": "Remove On fire", + "description": "" + } + } + }, + "SF1StartOff": + { + "spawnflags": + { + "1": + + { + "title": "Start Off", + "default": "0", + "description": "" + } + } + }, + "SF1StartOn": + { + "spawnflags": + { + "1": + { + "title": "Start On", + "default": "0", + "description": "" + } + } + }, + "SF2Repeatable": + { + "spawnflags": + { + "2": + { + "title": "Repeatable", + "default": "0", + "description": "" + } + } + }, + "Target": + { + "target": + { + "type": "target_destination", + "title": "Target", + "description": "" + } + }, + "VolumeHealth10": + { + "health": + { + "type": "cap", + "title": "Volume (10 = loudest)", + "default": "0", + "description": " Sets the volume of the sound. Scales from 0 (completely silent) to 10 (maximum, default). (If using dynamics attributes below, this is the maximum volume the sound will reach.)", + "min": "0", + "max": "10" + } + }, + "ZHLT_point": + { + "_falloff": + { + "type": "choices", + "title": "ZHLT Falloff", + "default": "", + "description": "", + "choices": + { + "0": + { + "title": "Default", + "description": "" + }, + "1": + { + "title": "Inverse Linear", + "description": "" + }, + "2": + { + "title": "Inverse Square", + "description": "" + } + }, + "_fade": + { + "type": "string", + "title": "ZHLT Fade", + "default": "1.0", + "description": "" + } + } + }, + "ZHLT": + { + "zhlt_lightflags": + { + "type": "choices", + "title": "ZHLT Lightflags", + "default": "", + "description": "", + "choices": + { + "0": + { + "title": "Default", + "description": "" + }, + "1": + { + "title": "Embedded Fix", + "description": "" + }, + "2": + { + "title": "Opaque (blocks light)", + "description": "" + }, + "3": + { + "title": "Opaque + Embedded fix", + "description": "" + }, + "4": + { + "title": "Opaque + Concave Fix", + "description": "" + } + } + }, + "light_origin": + { + "type": "target_destination", + "title": "Light Origin Target", + "default": "", + "description": "" + } + }, + "speed": + { + "speed": + { + "type": "integer", + "title": "Speed", + "default": "100" + } + }, + "TargetTrain": + { + "target": + { + "type": "target_destination", + "title": "First stop target" + } + }, + "END": true +} \ No newline at end of file diff --git a/entitydata/BaseClass/BaseClass.json b/entitydata/BaseClass/BaseClass.json deleted file mode 100644 index f42aa65c6..000000000 --- a/entitydata/BaseClass/BaseClass.json +++ /dev/null @@ -1,3554 +0,0 @@ -{ - "Angles": - { - "angles": - { - "type": "vector", - "title": "Pitch Yaw Roll (Y Z X)", - "default": "0 0 0", - "description": "" - } - }, - "_minlight": - { - "_minlight": - { - "type": "string", - "title": "Minimum light level" - } - }, - "appearflags": - { - "appearflag_singleplayer": - { - "type": "choices", - "title": "#AppearFlags SinglePlayer", - "default": "0", - "description": "Appearance flags for SinglePlayer, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is SinglePlayer." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being SinglePlayer" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT SinglePlayer" - } - } - }, - "appearflag_multiplayer": - { - "type": "choices", - "title": "#AppearFlags MultiPlayer", - "default": "0", - "description": "Appearance flags for MultiPlayer, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is MultiPlayer." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being MultiPlayer" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT MultiPlayer" - } - } - }, - "appearflag_cooperative": - { - "type": "choices", - "title": "#AppearFlags Cooperative", - "default": "0", - "description": "Appearance flags for Cooperative, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is Cooperative." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being Cooperative" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT Cooperative" - } - } - }, - "appearflag_skilleasy": - { - "type": "choices", - "title": "#AppearFlags Easy", - "default": "0", - "description": "Appearance flags for Skill level Easy, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is Easy." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being Easy" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT Easy" - } - } - }, - "appearflag_skillmedium": - { - "type": "choices", - "title": "#AppearFlags Medium", - "default": "0", - "description": "Appearance flags for Skill level Medium, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is Medium." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being Medium" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT Medium" - } - } - }, - "appearflag_skillhard": - { - "type": "choices", - "title": "#AppearFlags Hard", - "default": "0", - "description": "Appearance flags for Skill level Hard, This control when this entity should or should not appear in this condition.", - "choices": - { - "-1": - { - "title": "Not in", - "description": "This entity won't exist if the game is Hard." - }, - "0": - { - "title": "Default", - "description": "This entity is not affected by the game being Hard" - }, - "1": - { - "title": "Only in", - "description": "This entity won't exist if the game is NOT Hard" - } - } - } - }, - "Breakable": - { - "health": - { - "type": "integer", - "title": "Strength", - "default" : "1" - }, - "material": - { - "title": "Material Type", - "type": "choices", - "default": "0", - "choices": - { - "0": - { - "title": "Glass" - }, - "1": - { - "title": "Wood" - }, - "2": - { - "title": "Metal" - }, - "3": - { - "title": "Flesh" - }, - "4": - { - "title": "Cinder Block" - }, - "5": - { - "title": "Ceiling Tile" - }, - "6": - { - "title": "Computer" - }, - "7": - { - "title": "Unbreakable Glass" - }, - "8": - { - "title": "Rocks" - } - }, - "explosion": - { - "type": "choices", - "title": "Gibs Direction", - "default": "0", - "choices": - { - "0": - { - "title": "Random" - }, - "1": - { - "title": "Relative to Attack" - } - } - }, - "gibmodel": - { - "type": "studio", - "title": "Gib Model" - }, - "spawnobject": - { - "type": "string", - "title": "Item to spawn on break" - }, - "explodemagnitude": - { - "type": "integer", - "title": "Explode Magnitude (0=none)", - "default" : "0" - } - } - }, - "CAmbientGeneric": - { - "BaseClass": "VolumeHealth10", - "iconsprite": "dev/hammer/ambient_generic.spr", - "entcolor": "220 220 220", - "message": - { - "type": "sound", - "title": "Path/filename.wav of WAV", - "default": "", - "description": "This defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1)" - }, - "volstart": - { - "type": "integer", - "title": "Start Volume", - "default": "0", - "description": " Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.)" - }, - "fadein": - { - "type": "cap", - "title": "Fade in time (0-100)", - "default": "0", - "description": "Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long).", - "min": "0", - "max": "100" - }, - "fadeout": - { - "type": "cap", - "title": "Fade out time (0-100)", - "default": "0", - "description": "Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long).", - "min": "0", - "max": "100" - }, - "pitch": - { - "type": "integer", - "title": "Pitch (> 100 = higher)", - "default": "100", - "description": "Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch." - }, - "pitchstart": - { - "type": "integer", - "title": "Start Pitch", - "default": "100", - "description": "Sets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.)" - }, - "spinup": - { - "type": "cap", - "title": "Spin up time (0-100)", - "default": "0", - "description": "Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long).", - "min": "0", - "max": "100" - }, - "spindown": - { - "type": "cap", - "title": "Spin down time (0-100)", - "default": "0", - "description": "Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long).", - "min": "0", - "max": "100" - }, - "lfotype": - { - "type": "choices", - "title": "LFO type", - "default": "0", - "description": "Allows the sound to have certain oscillating effects applied to its pitch.", - "choices": - { - "0": - { - "title": "off", - "description": "Disables the LFO effects." - }, - "1": - { - "title": "sqr", - "description": "Switches between a low and high pitch." - }, - "2": - { - "title": "tri", - "description": "Oscillates between a low and high pitch." - }, - "3": - { - "title": "rnd", - "description": "Randomly switches pitches." - } - } - }, - "lforate": - { - "type": "cap", - "title": "LFO rate (0-1000)", - "default": "0", - "description": "Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly).", - "min": "0", - "max": "1000" - }, - "lfomodpitch": - { - "type": "cap", - "title": "LFO mod pitch (0-100)", - "default": "0", - "description": "Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes).", - "min": "0", - "max": "100" - }, - "lfomodvol": - { - "type": "cap", - "title": "LFO mod vol (0-100)", - "default": "0", - "description": "Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent).", - "min": "0", - "max": "100" - }, - "cspinup": - { - "type": "integer", - "title": "Incremental spinup count", - "default": "0", - "description": "Sets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times." - }, - "spawnflags": - { - "1": - - { - "title": "Play Everywhere", - "default": "0", - "description": "If enabled, the sound will be heard throughout the entire map." - }, - "2": - - { - "title": "Small Radius", - "default": "0", - "description": "If enabled, the sound will be at maximum volume within a roughly 256 unit radius, fading out completely at around 512 units away." - }, - "4": - - { - "title": "Medium Radius", - "default": "1", - "description": "If enabled, the sound will be at maximum volume within a roughly 512 unit radius, fading out completely at around 768 units away." - }, - "8": - - { - "title": "Large Radius", - "default": "0", - "description": "If enabled, the sound will be at maximum volume within a roughly 768 unit radius, fading out completely at around 1280 units away." - }, - "16": - - { - "title": "Start Silent", - "default": "0", - "description": "If enabled, the sound will not play at the start of the map, and will need to be triggered to play. Otherwise, the sound will play at the start of the map whether it is a looping sound or not." - }, - "32": - - { - "title": "Is NOT Looped", - "default": "0", - "description": "Tells the entity whether or not it is dealing with a looping sound. If enabled, the sound will play whenever the entity is triggered (intended for non-looping sounds). (Looping sounds will still play, but will not turn off when triggered.) If not enabled, the sound will toggle on or off when triggered (intended for looping sounds). (Non-looping sounds will still play, but every second trigger will turn the sound off regardless of whether the sound is actually playing anything.) See notes for more information about looping sounds." - } - }, - "preset": - { - "type": "choices", - "title": "Dynamic Presets", - "default": "0", - "description": "Sets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name.", - "choices": - { - "0": - { - "title": "None", - "description": "Does not use a preset, and will not override any other entity attributes." - }, - "1": - { - "title": "Huge Machine", - "description": "Very long spin up, starting slow and getting fast. Very long spin down." - }, - "2": - { - "title": "Big Machine", - "description": "Medium spin up, starting normal and getting fast. Long spin down." - }, - "3": - { - "title": "Machine", - "description": "Quick spin up, starting normal and getting fast. Quick spin down." - }, - "4": - { - "title": "Slow Fade in", - "description": "Slow fade in/out." - }, - "5": - { - "title": "Fade in", - "description": "Medium fade in/out." - }, - "6": - { - "title": "Quick Fade in", - "description": "Quick fade in/out." - }, - "7": - { - "title": "Slow Pulse", - "description": "Slow pulsing speed. Quick fade out." - }, - "8": - { - "title": "Pulse", - "description": "Pulsing speed. Quick fade out." - }, - "9": - { - "title": "Quick pulse", - "description": "Quick pulsing speed. Quick fade out." - }, - "10": - { - "title": "Slow Oscillator", - "description": "Slow oscillation between normal and slow speed. Quick fade out." - }, - "11": - { - "title": "Oscillator", - "description": "Medium oscillation between normal and slow speed. Quick fade out." - }, - "12": - { - "title": "Quick Oscillator", - "description": "Fast oscillation between normal and slow speed. Quick fade out." - }, - "13": - { - "title": "Grunge pitch", - "description": "Extremely slow. Quick fade out." - }, - "14": - { - "title": "Very low pitch", - "description": "Very slow. Quick fade out." - }, - "15": - { - "title": "Low pitch", - "description": "Slow. Quick fade out." - }, - "16": - { - "title": "High pitch", - "description": "Fast. Quick fade out." - }, - "17": - { - "title": "Very high pitch", - "description": "Very fast. Quick fade out." - }, - "18": - { - "title": "Screaming pitch", - "description": "Extremely fast. Quick fade out." - }, - "19": - { - "title": "Oscillate spinup/down", - "description": "Medium oscillation, with long spin up from slow to fast. Long spin down." - }, - "20": - { - "title": "Pulse spinup/down", - "description": "Slow pulse, with long spin up from slow to fast. Long spin down." - }, - "21": - { - "title": "Random pitch", - "description": "Occasionally switches speed, tending towards slower speeds. Quick fade out." - }, - "22": - { - "title": "Random pitch fast", - "description": "Rapidly switches speed, tending towards faster speeds. Quick fade out." - }, - "23": - { - "title": "Incremental Spinup", - "description": "Quick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off." - }, - "24": - { - "title": "Alien", - "description": "Unusual pulsing and switching speed. Quick fade out." - }, - "25": - { - "title": "Bizzare", - "description": "Fast oscillation between fast and slow/silent. Quick fade out." - }, - "26": - { - "title": "Planet X", - "description": "Medium switching between slower speeds, similar to 'Random pitch'. Quick fade out." - }, - "27": - { - "title": "Haunted", - "description": "Slow switch between normal and slow speed. Quick fade out." - } - } - } - }, - "CAmbientMusic": - { - "iconsprite": "dev/hammer/ambient_generic.spr", - "entcolor": "200 150 255", - "filename": - { - "type": "string", - "title": "Filename of music file", - "default": "", - "description": "Relative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands" - }, - "command": - { - "type": "choices", - "title": "Command", - "default": "0", - "description": "The command to issue", - "choices": - { - "0": - { - "title": "Play", - "description": "" - }, - "1": - { - "title": "Play looping", - "description": "" - }, - "2": - { - "title": "Fadeout", - "description": "" - }, - "3": - { - "title": "Stop", - "description": "" - } - } - }, - "target_selector": - { - "type": "choices", - "title": "Target selector", - "default": "0", - "description": "How to select players to affect.", - "choices": - { - "0": - { - "title": "All Players", - "description": "" - }, - "1": - { - "title": "Activator", - "description": "" - }, - "2": - { - "title": "Radius", - "description": "" - } - } - }, - "radius": - { - "type": "integer", - "title": "Player radius (for Radius target selector)", - "default": "", - "description": "If target_selector is Radius, this is how close the player has to be to be affected by this entity" - }, - "remove_on_fire": - { - "type": "choices", - "title": "Remove on fire", - "default": "0", - "description": "Whether to remove the entity after it has been triggered or after it has affected at least one player (Radius only)", - "choices": - { - "0": - { - "title": "No", - "description": "" - }, - "1": - { - "title": "Yes", - "description": "" - } - } - } - }, - "CAmmo9mm": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_9mmclip.mdl" - } - }, - "CAmmo9mmar": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_9mmarclip.mdl" - } - }, - "CAmmo9mmbox": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_chainammo.mdl" - } - }, - "CAmmo357": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_357ammobox.mdl" - } - }, - "CAmmo556": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/W_saw_clip.mdl" - } - }, - "CAmmo762": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_m40a1clip.mdl" - } - }, - "CAmmoargrenades": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_argrenade.mdl" - } - }, - "CAmmogauss": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_gaussammo.mdl" - } - }, - "CAmmoGeneric": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "" - }, - "ammo_name": - { - "type": "string", - "title": "Ammo Name (Required)", - "default": "ammo_9mmclip", - "description": "Name of the ammo type to give." - } - }, - "CAmmorpg": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_rpgammo.mdl" - }, - "sequence": - { - "type": "choices", - "title": "Placement", - "default": "0", - "choices": - { - "0": - { - "title": "Normal (flat)", - "description": "" - }, - "1": - { - "title": "Capped", - "description": "" - } - } - } - }, - "CAmmoshowbox": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_shotbox.mdl" - } - }, - "CAmmospore": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/spore_ammo.mdl" - } - }, - "CAmmoxbow": - { - "model": - { - "type": "studio", - "title": "Model", - "default": "models/w_crossbow_clip.mdl" - } - }, - "CBaseAmmo": - { - "entcolor": "4 128 240", - "ammo_amount": - { - "type": "integer", - "title": "Ammo Amount To Give (-1 == Maximum)", - "default": "", - "description": "If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity." - } - }, - "CBaseDelay": - { - "killtarget": - { - "type": "target_destination", - "title": "KillTarget", - "default": "", - "description": "" - }, - "delay": - { - "type": "float", - "title": "Delay before trigger", - "default": "0", - "description": "" - } - }, - "CBaseItem": - { - "entsize": "-16 -16 0, 16 16 32", - "entcolor": "0 0 200", - "studio": true, - "respawn_delay": - { - "type": "float", - "title": "Respawn delay (-1 == Never)", - "default": "-1", - "description": "Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer." - }, - "stay_visible_during_respawn": - { - "type": "choices", - "title": "Stay Visible During Respawn", - "default": "0", - "choices": - { - "0": - { - "title": "No", - "description": "The items are invisible until respawn." - }, - "1": - { - "title": "Yes", - "description": "The item remains visible during the respawn time." - } - } - }, - "flash_on_respawn": - { - "type": "choices", - "title": "Flash On Respawn", - "default": "1", - "choices": - { - "0": - { - "title": "No", - "description": "" - }, - "1": - { - "title": "Yes", - "description": "The item will flash when it respawns." - } - } - }, - "play_pickup_sound": - { - "type": "choices", - "title": "Play Pickup Sound", - "default": "1", - "choices": - { - "0": - { - "title": "No", - "description": "The item won't play its pickup sound." - }, - "1": - { - "title": "Yes", - "description": "The item will play its pickup sound." - } - } - }, - "fall_mode": - { - "type": "choices", - "title": "Fall Mode", - "default": "0", - "description": "Controls whether the item falls to the ground or floats when it spawns.", - "choices": - { - "0": - { - "title": "Fall", - "description": "Item falls to ground when it spawns" - }, - "1": - { - "title": "Float", - "description": "Item floats in the air where it spawns" - } - } - }, - "trigger_on_spawn": - { - "type": "target_destination", - "title": "Trigger On Spawn", - "default": "", - "description": "Target to trigger when the item (re)spawns." - }, - "trigger_on_despawn": - { - "type": "target_destination", - "title": "Trigger On Despawn", - "default": "", - "description": "Target to trigger when the item despawns. This happens when the player picks up the item." - } - }, - "CButtonTarget": - { - "spawnflags": - { - "1": - - { - "title": "Use Activates", - "default": "1", - "description": "" - }, - "2": - - { - "title": "Start On", - "default": "0", - "description": "" - } - } - }, - "CCineAI": - { - "entcolor": "164 0 255", - "entsize": "-16 -16 0, 16 16 72", - "flags": "Angle" - }, - "CCineMonster": - { - "entcolor": "164 128 255", - "entsize": "-16 -16 0, 16 16 72", - "flags": "Angle", - "spawnflags": - { - "4": - { - "title": "Repeatable", - "default": "0", - "description": "If enabled, the sequence can be repeated more than once. Otherwise the entity will be removed once the sequence is complete." - }, - "8": - { - "title": "Leave Corpse", - "default": "0", - "description": "If enabled, the monster leave it's corpse instead of fading out. This is only noticeable in-between two scripted_sequence when the monster is on a dying state." - } - }, - "m_iszEntity": - { - "type": "target_generic", - "title": "Target Monster", - "default": "", - "description": "The name of the monster entity that this sequence affects. You can also input a monster classname (monster_scientist, for example). (Only one monster will be chosen to follow the sequence.)" - }, - "m_iszPlay": - { - "type": "string", - "title": "Action Animation", - "default": "", - "description": "The name of the animation that will be performed by \"Target Monster\"." - }, - "m_flRadius": - { - "type": "integer", - "title": "Search Radius", - "default": "512", - "description": "If you input a monster classname into \"Target Monster\", the entity will pick a monster within this radius of the entity to follow the sequence. If none are within the radius, the first monster to enter the radius will follow the sequence." - }, - "m_flRepeat": - { - "type": "float", - "title": "Repeat Rate ms", - "default": "0", - "description": "How often to check if a monster is within the search radius. A check will be made even if search radius is zero, so set this to a large value if it's not used." - }, - "m_fMoveTo": - { - "type": "choices", - "title": "Move to Position", - "default": "0", - "description": "Sets how (or if) the monster moves before performing the animation", - "choices": - { - "0": - { - "title": "No", - "description": "The monster will not move or turn. It will perform the animation wherever it is." - }, - "1": - { - "title": "Walk", - "description": "The monster will walk to the scripted_sequence, then perform the animation." - }, - "2": - { - "title": "Run", - "description": "The monster will run to the scripted_sequence, then perform the animation." - }, - "4": - { - "title": "Instantaneous", - "description": "The monster will instantly warp to the location of the scripted_sequence and perform the animation." - }, - "5": - { - "title": "No - Turn to Face", - "description": "The monster will not move, but will turn to the scripted_sequence's angle before performing the animation." - } - } - }, - "m_iFinishSchedule": - { - "type": "choices", - "title": "AI Schedule when done", - "default": "0", - "description": "Defines what happens to the monster's AI when the sequence is completed/canceled.", - "choices": - { - "0": - { - "title": "Default AI", - "description": "The AI will order the monster to clear it's schedule (kinda like a \"reset\"). It will resume normal behavior afterwards." - }, - "1": - { - "title": "Ambush", - "description": "The AI will order the monster to go into an \"ambush\" schedule. That is to wait for an infinite period of time unless it see an enemy or take damage." - } - } - } - }, - "CScriptedSequence": - { - "m_iszIdle": - { - "type": "string", - "title": "Idle Animation" - }, - "spawnflags": - { - "32": { - "title": "No Interruptions" - }, - "64": { - "title": "Override AI" - }, - "128": { - "title": "No Script Movement" - }, - "256": { - "title": "No Reset Entity" - } - } - }, - "CTriggerChangeTarget": - { - "m_iszNewTarget": - { - "type": "target_generic", - "title": "New Target" - } - }, - "CCustomModels": - { - "model_replacement_filename": - { - "type": "string", - "title": "Model replacement file", - "default": "", - "description": "Path to the model replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" - } - }, - "CCustomSentence": - { - "sentence_replacement_filename": - { - "type": "string", - "title": "Sentence replacement file", - "default": "", - "description": "Path to the Sentence replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" - } - }, - "CCustomSounds": - { - "sound_replacement_filename": - { - "type": "string", - "title": "Sound replacement file", - "default": "", - "description": "Path to the Sound replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" - } - }, - "CCycler": - { - "entsize": "-16 -16 0, 16 16 72", - "studio": true, - "model": - { - "type": "studio", - "title": "Model", - "default": "", - "description": "" - }, - "bodygroup": - { - "type": "integer", - "title": "Body Group", - "default": "0", - "description": "" - } - }, - "CCyclerSprite": - { - "entsize": "-16 -16 0, 16 16 72", - "sprite": true, - "model": - { - "type": "sprite", - "title": "Model OR Sprite", - "default": "", - "description": "" - }, - "framerate": - { - "type": "integer", - "title": "Frames per second", - "default": "10", - "description": "" - } - }, - "CDoor": - { - "speed": - { - "type": "integer", - "title": "Speed", - "default": "100" - }, - "movesnd": - { - "type": "sound", - "title": "Move Sound" - }, - "stopsnd": - { - "type": "sound", - "title": "Stop Sound" - }, - "wait": - { - "type": "integer", - "title": "Delay before close (-1 = Stays open)", - "default": "-1" - }, - "lip": - { - "type": "integer", - "title": "Lip" - }, - "dmg": - { - "type": "integer", - "default": "0", - "title": "Damage inflicted when blocked" - }, - "message": - { - "type": "string", - "title": "Message if triggered" - }, - "netname": - { - "type": "target_destination", - "title": "Fire on Close" - }, - "health": - { - "type": "integer", - "default": "0", - "title": "Health (shoot open)" - }, - "spawnflags": - { - "1":{ - "title": "Starts Open" - }, - "4":{ - "title": "Don't link" - }, - "8":{ - "title": "Passable" - }, - "32":{ - "title": "Toggle" - }, - "256":{ - "title": "Use Only" - }, - "512":{ - "title": "Monsters Can't" - } - } - }, - "CGamePlayerEquip": - { - "spawnflags": - { - "1": - { - "title": "Use Only" - } - } - }, - "CGamePlayerHurt": - { - "BaseClass": "SF1Remove", - "dmg": - { - "type": "float", - "title": "Damage To Apply", - "default": "999" - } - }, - "CDoorRotating": - { - "distance": - { - "type": "cap", - "title": "Distance (deg)", - "default": "90", - "min": "-360", - "max": "360" - }, - "spawnflags": - { - "2":{ - "title": "Reverse Dir" - }, - "16":{ - "title": "One-way" - }, - "64":{ - "title": "X Axis" - }, - "128":{ - "title": "Y Axis" - } - } - }, - "CEnvBeam": - { - "entsize": "-12 -12 -12, 12 12 12", - "entcolor": "255 250 230", - "texture": - { - "type": "sprite", - "title": "Sprite Name", - "default": "sprites/laserbeam.spr", - "description": "This defines which sprite file the entity will use to form the beam. This accepts an input of the form \"path/filename.spr\" (starting from the root folder). (Example: \"sprites/laserbeam.spr\")." - }, - "LightningStart": - { - "type": "target_generic", - "title": "Start Entity", - "default": "", - "description": "The name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.)" - }, - "LightningEnd": - { - "type": "target_generic", - "title": "Ending Entity", - "default": "", - "description": "The name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point." - }, - "Radius": - { - "type": "integer", - "title": "Radius", - "default": "", - "description": "If the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points." - }, - "life": - { - "type": "float", - "title": "Life (seconds 0 = infinite)", - "default": "1.0", - "description": "Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically." - }, - "BoltWidth": - { - "type": "cap", - "title": "Width of beam (pixels*0.1 0-255)", - "default": "20", - "description": "Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value.", - "min": "0", - "max": "255" - }, - "NoiseAmplitude": - { - "type": "cap", - "title": "Amount of noise (0-255)", - "default": "0", - "description": "Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam).", - "min": "0", - "max": "255" - }, - "TextureScroll": - { - "type": "cap", - "title": "Texture Scroll Rate (0-100)", - "default": "35", - "description": "Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast).", - "min": "0", - "max": "100" - }, - "framerate": - { - "type": "integer", - "title": "Frames per 10 seconds", - "default": "0", - "description": "Seemingly unused." - }, - "framestart": - { - "type": "integer", - "title": "Starting Frame", - "default": "0", - "description": " Sets which frame of animation that the sprite should use." - }, - "StrikeTime": - { - "type": "integer", - "title": "Strike again time (secs)", - "default": "0", - "description": "Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation." - }, - "damage": - { - "type": "float", - "title": "Damage / second", - "default": "0", - "description": "Sets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute." - }, - "spawnflags": - { - "1": - - { - "title": "Start On", - "default": "0", - "description": "If enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on." - }, - "2": - - { - "title": "Toggle", - "default": "0", - "description": "If enabled, the beam can be retriggered to stop the beam from reactivating automatically. Otherwise, the beam seems to loop indefinitely regardless of further triggerings." - }, - "4": - - { - "title": "Random Strike", - "default": "0", - "description": "If enabled, the beam will vary its activation and deactivation times. These times will be scaled somewhat around the times you provide in Life and Strike Again Time." - }, - "8": - - { - "title": "Ring", - "default": "0", - "description": "If enabled, the beam will form a ring between its two points rather than a straight line. The ring will tend towards being horizontal, and may malform if the two points are in a perfectly vertical line." - }, - "16": - - { - "title": "StartSparks", - "default": "0", - "description": "If enabled, the start of the beam will spark when it is activated." - }, - "32": - - { - "title": "EndSparks", - "default": "0", - "description": "If enabled, the end of the beam will spark when it is activated." - }, - "64": - - { - "title": "Decal End", - "default": "0", - "description": "Seemingly unused." - }, - "128": - - { - "title": "Shade Start", - "default": "0", - "description": "If enabled, the beam will fade towards the start." - }, - "256": - - { - "title": "Shade End", - "default": "0", - "description": "If enabled, the beam will fade towards the end. Will not function if \"Shade Start\" is enabled." - } - } - }, - "CEnvBeverage": - { - "entsize": "-4 -4 -4, 4 4 4", - "entcolor": "128 64 2", - "health" : - { - "type": "integer", - "title": "Capacity", - "default": "10", - "description": "" - }, - "skin": - { - "type": "choices", - "title": "Beverage Type", - "default": "0", - "description": "Sets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index.", - "choices": - { - "0": - { - "title": "Coca-Cola", - "description": "" - }, - "1": - { - "title": "Sprite", - "description": "" - }, - "2": - { - "title": "Diet Coke", - "description": "" - }, - "3": - { - "title": "Orange", - "description": "" - }, - "4": - { - "title": "Surge", - "description": "" - }, - "5": - { - "title": "Moxie", - "description": "" - }, - "6": - { - "title": "Random", - "description": "" - } - } - } - }, - "CEnvBlood": - { - "entsize": "-16 -16 -16, 16 16 16", - "entcolor": "255 0 0", - "color": - { - "type": "choices", - "title": "Blood Color", - "default": "0", - "description": "", - "choices": - { - "0": - { - "title": "Red (Human)", - "description": "" - }, - "1": - { - "title": "Yellow (Alien)", - "description": "" - } - } - }, - "amount" : - { - "type": "integer", - "title": "Amount of blood (damage to simulate)", - "default": "100", - "description": "" - }, - "spawnflags": - { - "1": - - { - "title": "Random Direction", - "default": "0", - "description": "" - }, - "2": - - { - "title": "Blood Stream", - "default": "0", - "description": "" - }, - "4": - - { - "title": "On Player", - "default": "0", - "description": "" - }, - "8": - - { - "title": "Spray decals", - "default": "0", - "description": "" - } - } - }, - "CEnvBlowerCannon": - { - "entsize": "-16 -16 -16, 16 16 16", - "delay": - { - "type": "float", - "title": "Delay", - "default": "0", - "description": "" - }, - "zoffset": - { - "type": "integer", - "title": "Z Offset", - "default": "0", - "description": "" - }, - "weaptype": - { - "type": "choices", - "title": "Z Offset", - "default": "0", - "description": "", - "choices": - { - "1": - { - "title": "Spore (Rocket)", - "description": "" - }, - "2": - { - "title": "Spore (Grenade)", - "description": "" - }, - "3": - { - "title": "Shock Beam", - "description": "" - }, - "4": - { - "title": "Displacer Ball", - "description": "" - } - } - }, - "firetype": - { - "type": "choices", - "title": "Fire Type", - "default": "1", - "description": "", - "choices": - { - "1": - { - "title": "Toggle On/Off", - "description": "" - }, - "2": - { - "title": "Fire When Triggered", - "description": "" - } - } - } - }, - "CGameCounterSet": - { - "BaseClass": "SF1Remove", - "frags": - { - "type": "integer", - "title": "New Value", - "default": "10" - } - }, - "CEnvBubbles": - { - "BaseClass": "SF1StartOff", - "density": - { - "type": "integer", - "title": "Bubble density", - "default": "2", - "description": "" - }, - "frequency": - { - "type": "integer", - "title": "Bubble frequency", - "default": "2", - "description": "" - }, - "current": - { - "type": "integer", - "title": "Speed of Current", - "default": "2", - "description": "" - } - }, - "CEnvElectrifiedWire": - { - "entsize": "-16 -16 -16, 16 16 16", - "segments": - { - "type": "integer", - "title": "Segments", - "default": "16" - }, - "sparkfrequency": - { - "type": "integer", - "title": "Spark Frequency", - "default": "3" - }, - "bodysparkfrequency": - { - "type": "integer", - "title": "Body Spark Frequency", - "default": "3" - }, - "lightningfrequency": - { - "type": "integer", - "title": "Lightning Frequency", - "default": "3" - }, - "xforce": - { - "type": "integer", - "title": "X Force", - "default": "80000" - }, - "yforce": - { - "type": "integer", - "title": "Y Force", - "default": "80000" - }, - "zforce": - { - "type": "integer", - "title": "Z Force", - "default": "80000" - }, - "disable": - { - "type": "choices", - "title": "Disable Use", - "default": "", - "choices": - { - "0": - { - "title": "Not Disabled", - "description": "" - }, - "1": - { - "title": "Disabled", - "description": "" - } - } - }, - "endingmodel": - { - "type": "studio", - "title": "Ending Model", - "default": "models/wire_copper16.mdl" - }, - "bodymodel": - { - "type": "studio", - "title": "Body Mode", - "default": "models/wire_black16.mdl" - } - }, - "CEnvExplosion": - { - "BaseClass": "SF2Repeatable", - "entsize": "-12 -12 -12, 12 12 12", - "entcolor": "255 220 15", - "iMagnitude": - { - "type": "integer", - "title": "Magnitude", - "default": "100", - "description": "" - }, - "spawnflags": - { - "1": - { - "title": "No Damage", - "default": "0", - "description": "" - }, - "4": - { - "title": "No Fireball", - "default": "0", - "description": "" - }, - "8": - { - "title": "No Smoke", - "default": "0", - "description": "" - }, - "16": - { - "title": "No Decal", - "default": "0", - "description": "" - }, - "32": - { - "title": "No Sparks", - "default": "0", - "description": "" - } - } - }, - "CEnvFade": - { - "entcolor": "100 150 100", - "duration": - { - "type": "float", - "title": "Duration (seconds)", - "default": "2", - "description": "" - }, - "holdtime": - { - "type": "float", - "title": "Hold Fade (seconds)", - "default": "0", - "description": "" - }, - "spawnflags": - { - "1": - { - "title": "Fade From", - "default": "0", - "description": "" - }, - "2": - { - "title": "Modulate", - "default": "0", - "description": "" - }, - "4": - { - "title": "Activator Only", - "default": "0", - "description": "" - } - } - }, - "CEnvFog": - { - "entcolor": "196 195 192", - "density": - { - "type": "float", - "title": "Density (0.0-1.0)", - "default": "0.5", - "description": "" - }, - "fogStartDistance": - { - "type": "integer", - "title": "Start Distance", - "default": "1500", - "description": "" - }, - "fogStopDistance": - { - "type": "integer", - "title": "Stop Distance", - "default": "2000", - "description": "" - }, - "spawnflags": - { - "1": - { - "title": "Fog Affects Skybox", - "default": "0", - "description": "" - } - } - }, - "CEnvFunnel": - { - "entcolor": "128 255 32", - "entsize": "-16 -16 -16, 16 16 16", - "spawnflags": - { - "1": - { - "title": "Reverse", - "default": "0", - "description": "" - } - } - }, - "CEnvGlobal": - { - "entcolor": "4 32 250", - "globalstate": - { - "type": "string", - "title": "Global State to Set", - "default": "", - "description": "" - }, - "spawnflags": - { - "1": - { - "title": "Set Initial State", - "default": "0", - "description": "" - } - }, - "triggermode": - { - "type": "choices", - "title": "Trigger Mode", - "default": "0", - "description": "", - "choices": - { - "0": - { - "title": "Off", - "description": "" - }, - "1": - { - "title": "On", - "description": "" - }, - "2": - { - "title": "Dead", - "description": "" - }, - "3": - { - "title": "Toggle", - "description": "" - } - }, - "initialstate": - { - "type": "choices", - "title": "Initial State", - "default": "0", - "description": "", - "choices": - { - "0": - { - "title": "Off", - "description": "" - }, - "1": - { - "title": "On", - "description": "" - }, - "2": - { - "title": "Dead", - "description": "" - } - } - } - } - }, - "CEnvGlow": - { - "entcolor": "60 200 5", - "sprite": true, - "entsize": "-4 -4 -4, 4 4 4", - "model": - { - "type": "sprite", - "title": "Sprite Name", - "default": "sprites/glow01.spr", - "description": "" - } - }, - "CEnvLaser": - { - "BaseClass": "SF1StartOn", - "entcolor": "128 255 32", - "entsize": "-16 -16 -16, 16 16 16", - "spawnflags": - { - "16": - { - "title": "StartSparks", - "default": "0", - "description": "" - }, - "32": - { - "title": "EndSparks", - "default": "0", - "description": "" - }, - "64": - { - "title": "Decal End", - "default": "0", - "description": "" - } - }, - "LaserTarget": - { - "type": "target_destination", - "title": "Target of Laser", - "default": "", - "description": "" - }, - "width": - { - "type": "cap", - "title": "Width of beam (pixels*0.1 0-255)", - "default": "0", - "description": "", - "min": "0", - "max": "255" - }, - "NoiseAmplitude": - { - "type": "cap", - "title": "Amount of noise (0-255)", - "default": "0", - "description": "", - "min": "0", - "max": "255" - }, - "texture": - { - "type": "sprite", - "title": "Sprite Name", - "default": "sprites/laserbeam.spr", - "description": "" - }, - "EndSprite": - { - "type": "sprite", - "title": "End Sprite", - "default": "", - "description": "" - }, - "TextureScroll": - { - "type": "cap", - "title": "Texture Scroll Rate (0-100)", - "default": "35", - "description": "0", - "min": "0", - "max": "100" - }, - "framestart": - { - "type": "integer", - "title": "Starting Frame", - "default": "0", - "description": "" - }, - "damage": - { - "type": "float", - "title": "Damage / second", - "default": "100", - "description": "" - } - }, - "CEnvMessage": - { - "entcolor": "255 0 255", - "spawnflags": - { - "1": - { - "title": "Play Once", - "default": "0", - "description": "" - }, - "2": - { - "title": "All Clients", - "default": "0", - "description": "" - } - }, - "message": - { - "type": "string", - "title": "Message Name", - "default": "", - "description": "" - }, - "messagesound": - { - "type": "sound", - "title": "path/filename.wav of WAV", - "default": "", - "description": "" - }, - "messagevolume": - { - "type": "cap", - "title": "Volume (10 = loudest)", - "default": "0", - "description": "", - "min": "0", - "max": "10" - }, - "messageattenuation": - { - "type": "choices", - "title": "Sound Radius", - "default": "0", - "description": "", - "choices": - { - "0": - { - "title": "Small Radius", - "description": "" - }, - "1": - { - "title": "Medium Radius", - "description": "" - }, - "2": - { - "title": "Large Radius", - "description": "" - }, - "3": - { - "title": "Play Everywhere", - "description": "" - } - } - } - }, - "CEnvRender": - { - "entcolor": "255 0 255", - "spawnflags": - { - "1": - { - "title": "No Renderfx", - "default": "0", - "description": "" - }, - "2": - { - "title": "No Renderamt", - "default": "0", - "description": "" - }, - "4": - { - "title": "No Rendermode", - "default": "0", - "description": "" - }, - "8": - { - "title": "No Rendercolor", - "default": "0", - "description": "" - } - } - }, - "CEnvRope": - { - "entsize": "-16 -16 -16, 16 16 16", - "segments": - { - "type": "integer", - "title": "Segments" - }, - "disable": - { - "type": "choices", - "title": "Disable Use", - "default": "0", - "choices": - { - "0": - { - "title": "Not Disabled" - }, - "1": - { - "title": "Disabled" - } - } - }, - "endingmodel": - { - "type": "studio", - "title": "Ending Model", - "default": "models/rope16.mdl" - }, - "bodymodel": - { - "type": "studio", - "title": "Body Model", - "default": "models/rope16.mdl" - } - }, - "CEnvShake": - { - "entcolor": "188 180 172", - "iconsprite": "dev/hammer/env_shake.spr", - "spawnflags": - { - "1": - { - "title": "GlobalShake", - "default": "0", - "description": "" - } - }, - "amplitude": - { - "type": "cap", - "title": "Amplitude 0-16", - "default": "0", - "description": "", - "min": "0", - "max": "16" - }, - "radius": - { - "type": "float", - "title": "Effect radius", - "default": "500", - "description": "" - }, - "duration": - { - "type": "float", - "title": "Duration (seconds)", - "default": "1", - "description": "" - }, - "frequency": - { - "type": "float", - "title": "0.1 = jerk, 255.0 = rumble", - "default": "2.5", - "description": "" - } - }, - "CEnvShooter": - { - "entcolor": "184 90 164", - "shootmodel": - { - "type": "studio", - "title": "Model or Sprite name" - }, - "shootsounds": - { - "type": "choices", - "title": "Material Sound", - "default": "-1", - "choices": - { - "-1": - { - "title": "None" - }, - "0": - { - "title": "Glass" - }, - "1": - { - "title": "Wood" - }, - "2": - { - "title": "Metal" - }, - "3": - { - "title": "Flesh" - }, - "4": - { - "title": "Concrete" - } - } - }, - "skin": - { - "type": "integer", - "title": "Gib Skin", - "default": "0" - } - }, - "CEnvSound": - { - "entcolor": "150 150 150", - "radius": - { - "title": "Radius", - "type": "integer", - "default": "128" - }, - "roomtype": - { - "type": "choices", - "default": "0", - "title": "Room Type", - "choices": - { - "0": - { - "title": "Normal (off)" - }, - "1": - { - "title": "Generic" - }, - "2": - { - "title": "Metal Small" - }, - "3": - { - "title": "Metal Medium" - }, - "4": - { - "title": "Metal Large" - }, - "5": - { - "title": "Tunnel Small" - }, - "6": - { - "title": "Tunnel Medium" - }, - "7": - { - "title": "Tunnel Large" - }, - "8": - { - "title": "Chamber Small" - }, - "9": - { - "title": "Chamber Medium" - }, - "10": - { - "title": "Chamber Large" - }, - "11": - { - "title": "Bright Small" - }, - "12": - { - "title": "Bright Medium" - }, - "13": - { - "title": "Bright Large" - }, - "14": - { - "title": "Water 1" - }, - "15": - { - "title": "Water 2" - }, - "16": - { - "title": "Water 3" - }, - "17": - { - "title": "Concrete Small" - }, - "18": - { - "title": "Concrete Medium" - }, - "19": - { - "title": "Concrete Large" - }, - "20": - { - "title": "Big 1" - }, - "21": - { - "title": "Big 2" - }, - "22": - { - "title": "Big 3" - }, - "23": - { - "title": "Cavern Small" - }, - "24": - { - "title": "Cavern Medium" - }, - "25": - { - "title": "Cavern Large" - }, - "26": - { - "title": "Weirdo 1" - }, - "27": - { - "title": "Weirdo 2" - }, - "28": - { - "title": "Weirdo 3" - } - } - } - }, - "CEnvSparks": - { - "entsize": "-8 -8 -8, 8 8 8", - "entcolor": "255 220 15", - "MaxDelay": - { - "type": "float", - "title": "Max Delay", - "default": "0" - }, - "spawnflags": - { - "32": - { - "title": "Toggle" - }, - "64": - { - "title": "Start ON" - } - } - }, - "CEnvSprite": - { - "entsize": "-4 -4 -4, 4 4 4", - "entcolor": "190 200 180", - "iconsprite": "dev/hammer/env_shake.spr", - "sprite": true, - "framerate": - { - "type": "float", - "title": "Framerate", - "default": "10.0", - "description": "" - }, - "model": - { - "type": "sprite", - "title": "Sprite Name", - "default": "sprites/glow01.spr", - "description": "" - }, - "spawnflags": - { - "1": - { - "title": "Start on", - "default": "0", - "description": "" - }, - "2": - { - "title": "Play Once", - "default": "0", - "description": "" - } - } - }, - "CEnvWarpBall": - { - "BaseClass": "SF1Remove", - "entsize": "-32 -32 -32, 32 32 32", - "entcolor": "0 255 0", - "spawnflags": - { - "2": - { - "title": "Kill Center" - } - }, - "radius": - { - "title": "Beam Radius", - "type": "integer", - "default": "256" - }, - "warp_target": - { - "type": "target_destination", - "title": "Warp Target", - "default": "" - }, - "damage_delay": - { - "type": "float", - "title": "Damage delay", - "default": "0" - } - }, - "CFuncBreakable": - { - "spawnflags": - { - "1": - { - "title": "Only Trigger" - }, - "2": - { - "title": "Touch" - }, - "5": - { - "title": "Pressure" - }, - "256": - { - "title": "Instant Crowbar" - } - } - }, - "CFuncButton": - { - "speed": - { - "type": "integer", - "title": "Speed", - "default": "5" - }, - "health": - { - "type": "integer", - "title": "Health (shootable if > 0)" - }, - "lip": - { - "type": "integer", - "title": "Lip" - }, - "sounds": - { - "type": "sound", - "title": "Sounds" - }, - "wait": - { - "type": "float", - "title": "Delay before reset (-1 = Stays pressed)", - "default": "-1" - }, - "spawnflags": - { - "1": - { - "title": "Don't move" - }, - "32": - { - "title": "Toggle" - }, - "64": - { - "title": "Sparks" - }, - "256": - { - "title": "Touch Activates" - } - } - }, - "CFuncConveyor": - { - "spawnflags": - { - "1": - { - "title": "No Push" - }, - "2": - { - "title": "Not Solid" - } - }, - "speed": - { - "type": "float", - "title": "Conveyor Speed", - "default": "100" - } - }, - "CFuncFriction": - { - "modifier": - { - "type": "cap", - "title": "Percentage of standard (0 - 100)", - "default": "15", - "min": "0", - "max": "100" - } - }, - "CFuncWater": - { - "skin": - { - "type": "choices", - "title": "Contents", - "default": "-3", - "choices": - { - "-3": - { - "title": "Water" - }, - "-4": - { - "title": "Slime" - }, - "-5": - { - "title": "Lava" - } - } - }, - "WaveHeight": - { - "type": "float", - "title": "Wave Height", - "default": "3.2" - } - }, - "CMonsterJump": - { - "speed": - { - "type": "integer", - "title": "Jump Speed", - "default": "40" - }, - "height": - { - "type": "integer", - "title": "Jump Height", - "default": "128" - } - }, - "CTriggerHurt": - { - "spawnflags": - { - "1": - { - "title": "Target Once" - }, - "2": - { - "title": "Start Off" - }, - "8": - { - "title": "No clients" - }, - "16": - { - "title": "Fire Clients Only" - }, - "32": - { - "title": "TouchClientOnly" - } - }, - "dmg": - { - "type": "integer", - "title": "Damage", - "default": "10" - }, - "damagetype": - { - "type": "choices", - "title": "Damage", - "default": "0", - "choices": - { - "0":{ - "title": "GENERIC" - }, - "1":{ - "title": "CRUSH" - }, - "2":{ - "title": "BULLET" - }, - "4":{ - "title": "SLASH" - }, - "8":{ - "title": "BURN" - }, - "16":{ - "title": "FREEZE" - }, - "32":{ - "title": "FALL" - }, - "64":{ - "title": "BLAST" - }, - "128":{ - "title": "CLUB" - }, - "256":{ - "title": "SHOCK" - }, - "512":{ - "title": "SONIC" - }, - "1024":{ - "title": "ENERGYBEAM" - }, - "16384":{ - "title": "DROWN" - }, - "32768":{ - "title": "PARALYSE" - }, - "65536":{ - "title": "NERVEGAS" - }, - "131072":{ - "title": "POISON" - }, - "262144":{ - "title": "RADIATION" - }, - "524288":{ - "title": "DROWNRECOVER" - }, - "1048576":{ - "title": "CHEMICAL" - }, - "2097152":{ - "title": "SLOWBURN" - }, - "4194304":{ - "title": "SLOWFREEZE" - } - } - } - }, - "CTrigger": - { - "netname": - { - "type": "target_destination", - "title": "Target Path" - }, - "message": - { - "type": "string", - "title": "Message" - }, - "spawnflags": - { - "1":{ - "title": "Monsters" - }, - "2":{ - "title": "No Clients" - }, - "4":{ - "title": "Pushables" - } - } - }, - "CTriggerGravity": - { - "gravity": - { - "type": "float", - "title": "Gravity (0-1)", - "default": "1.0" - } - }, - "CTriggerAuto": - { - "globalstate": - { - "type": "target_destination", - "title": "Global State to Read" - } - }, - "CTriggerRelay": - { - - }, - "CTriggerState": - { - "triggerstate": - { - "type": "choices", - "title": "Trigger State", - "default": "0", - "choices": - { - "0":{ - "title": "Off" - }, - "1":{ - "title": "On" - }, - "2":{ - "title": "Toggle" - } - } - } - }, - "CFuncChargers": - { - "fire_on_recharge": - { - "type": "target_destination", - "title": "Target To Fire On Recharge" - }, - "fire_on_empty": - { - "type": "target_destination", - "title": "Target To Fire On Empty" - }, - "fire_on_spawn": - { - "type": "choices", - "title": "Fire Targets On Map Spawn", - "default": "1", - "choices": - { - "0":{ - "title": "No" - }, - "1":{ - "title": "Yes" - } - } - }, - "total_juice": - { - "type": "integer", - "title": "Total Juice In Charger (-1 == Unlimited)" - }, - "recharge_delay": - { - "type": "integer", - "title": "Recharge Delay" - }, - "charge_per_use": - { - "type": "integer", - "title": "Charge Per Use" - } - }, - "CFuncPushable": - { - "size": - { - "type": "choices", - "title": "Hull Size", - "default": "0", - "choices": - { - "0": { - "title": "Point size" - }, - "1": { - "title": "Player size" - }, - "2": { - "title": "Big Size" - }, - "3": { - "title": "Player duck" - } - } - }, - "spawnflags":{ - "128":{ - "title": "Breakable" - } - }, - "friction": - { - "type": "cap", - "title": "Friction (0-400)", - "default": "50", - "min": "0", - "max": "400" - }, - "buoyancy": - { - "type": "integer", - "title": "Buoyancy)", - "default": "20" - } - }, - "CGibShooter": - { - "BaseClass": "SF1Repeatable", - "entsize": "-16 -16 -16, 16 16 16", - "flags": "Angle", - "m_iGibs": - { - "type": "integer", - "title": "Number of Gibs", - "default": "3" - }, - "delay": - { - "type": "float", - "title": "Delay between shots", - "default": "0" - }, - "m_flVelocity": - { - "type": "integer", - "title": "Give Velocity", - "default": "200" - }, - "m_flVariance": - { - "type": "float", - "title": "Course Variance", - "default": "0.15" - }, - "m_flGibLife": - { - "type": "float", - "title": "Gib Life", - "default": "4" - } - }, - "CReplacemetFile": - { - "BaseClass": "CCustomModels, CCustomSounds, CCustomSentence" - }, - "CUnLockedSounds": - { - "locked_sound": - { - "title": "Locked Sound", - "type": "sound" - }, - "unlocked_sound": - { - "title": "Unlocked Sound", - "type": "sound" - }, - "locked_sentence": - { - "title": "Locked Sentence", - "type": "string" - }, - "unlocked_sentence": - { - "title": "Unlocked Sentence", - "type": "string" - } - }, - "FireTargets": - { - "m_UseType": - { - "type": "choices", - "title": "Use Type", - "default": "-1", - "description": "Anything else will be count as USE_UNKNOWN and in fact, work the same as USE_UNSET", - "choices": - { - "-1": - { - "title": "USE_UNSET (default)", - "description": "This is the value by default and will have no effect at all in how entities normaly behave." - }, - "0": - { - "title": "USE_OFF", - "description": "" - }, - "1": - { - "title": "USE_ON", - "description": "" - }, - "2": - { - "title": "USE_SET", - "description": "Does use of m_UseValue, See how it affects each entity." - }, - "3": - { - "title": "USE_TOGGLE", - "description": "" - }, - "4": - { - "title": "USE_KILL", - "description": "Remove the entity from the world." - }, - "5": - { - "title": "USE_SAME", - "description": "Sends the same USE_TYPE that this entity receive." - }, - "6": - { - "title": "USE_OPPOSITE", - "description": "Sends the opposite USE_TYPE that this entity receive, Swaps USE_ON <-> USE_OFF, If anything else then USE_TOGGLE is sent" - }, - "7": - { - "title": "USE_TOUCH", - "description": "Calls the Touch function, the activator will be passed as the toucher." - }, - "8": - { - "title": "USE_LOCK", - "description": "Locks the entity. Does use of m_UseValue" - }, - "9": - { - "title": "USE_UNLOCK", - "description": "Un-Locks the entity. Does use of m_UseValue" - } - } - }, - "m_UseValue": - { - "type": "float", - "title": "Use Value", - "default": "", - "description": "" - } - }, - "Global": - { - "globalname": - { - "type": "string", - "title": "Global Entity Name", - "default": "", - "description": "" - } - }, - "hullsize": - { - "custom_hull_min": - { - "type": "vector", - "title": "Custom Min hullsize (X Y Z)", - "description": "Custom minimum hull size. This overrides the size specified by models and entities." - }, - "custom_hull_max": - { - "type": "vector", - "title": "Custom Max hullsize (X Y Z)", - "description": "Custom maximum hull size. This overrides the size specified by models and entities." - } - }, - "Mandatory": - { - "spawnflags": - { - "2048": - { - "title": "Only in Singleplayer", - "description": "This entity won't spawn at all in multi-player" - } - }, - "targetname": - { - "type": "target_source", - "title": "Name", - "description": "Name is a general attribute used to identify entities" - } - }, - "Master": - { - "master": - { - "type": "target_destination", - "title": "Master", - "default": "", - "description": "" - } - }, - "PlatSounds": - { - "movesnd": - { - "type": "sound", - "title": "Move Sound" - }, - "stopsnd": - { - "type": "sound", - "title": "Stop Sound" - }, - "volume": - { - "type": "float", - "title": "Sound Volume 0.0 - 1.0", - "default": "0.85" - } - }, - "renderamt": - { - "renderamt": - { - "type": "cap", - "title": "FX Amount (1 - 255)", - "default": "255", - "description": "", - "min": "0", - "max": "255" - } - }, - "rendercolor": - { - "rendercolor": - { - "type": "color255", - "title": "FX Color (R G B)", - "default": "0 0 0", - "description": "" - } - }, - "renderfx": - { - "renderfx": - { - "type": "choices", - "title": "FX Effect", - "default": "0", - "description": "", - "choices": - { - "0": - { - "title": "Normal", - "description": "" - }, - "1": - { - "title": "Slow Pulse", - "description": "" - }, - "2": - { - "title": "Fast Pulse", - "description": "" - }, - "3": - { - "title": "Slow Wide Pulse", - "description": "" - }, - "4": - { - "title": "Fast Wide Pulse", - "description": "" - }, - "9": - { - "title": "Slow Strobe", - "description": "" - }, - "10": - { - "title": "Fast Strobe", - "description": "" - }, - "11": - { - "title": "Faster Strobe", - "description": "" - }, - "12": - { - "title": "Slow Flicker", - "description": "" - }, - "13": - { - "title": "Fast Flicker", - "description": "" - }, - "5": - { - "title": "Slow Fade Away", - "description": "" - }, - "6": - { - "title": "Fast Fade Away", - "description": "" - }, - "7": - { - "title": "Slow Become Solid", - "description": "" - }, - "8": - { - "title": "Fast Become Solid", - "description": "" - }, - "14": - { - "title": "Constant Glow", - "description": "" - }, - "15": - { - "title": "Distort", - "description": "" - }, - "16": - { - "title": "Hologram (Distort + fade)", - "description": "" - } - } - } - }, - "rendermode": - { - "rendermode": - { - "type": "choices", - "title": "FX Mode", - "default": "0", - "description": "", - "choices": { - "0": { - "title": "Normal", - "description": "" - }, - "1": { - "title": "color", - "description": "" - }, - "2": { - "title": "Texture", - "description": "" - }, - "3": { - "title": "Glow", - "description": "" - }, - "4": { - "title": "Solid", - "description": "" - }, - "5": { - "title": "Additive", - "description": "" - } - } - } - }, - "rendersettings": - { - "BaseClass": "rendermode, renderamt, rendercolor, renderfx" - }, - "Scale": - { - "Scale": - { - "type": "float", - "title": "Scale", - "default": "1.0" - } - }, - "Sequence": - { - "sequence": - { - "type": "integer", - "title": "Animation Sequence (editor)", - "default": "", - "description": "Sequence to display in Jackhammer. This does not affect gameplay." - } - }, - "SF1Repeatable": - { - "spawnflags": - { - "1": - { - "title": "Repeatable", - "default": "0", - "description": "" - } - } - }, - "SF1Remove": - { - "spawnflags": - { - "1": - { - "title": "Remove On fire", - "description": "" - } - } - }, - "SF1StartOff": - { - "spawnflags": - { - "1": - - { - "title": "Start Off", - "default": "0", - "description": "" - } - } - }, - "SF1StartOn": - { - "spawnflags": - { - "1": - { - "title": "Start On", - "default": "0", - "description": "" - } - } - }, - "SF2Repeatable": - { - "spawnflags": - { - "2": - { - "title": "Repeatable", - "default": "0", - "description": "" - } - } - }, - "Target": - { - "target": - { - "type": "target_destination", - "title": "Target", - "description": "" - } - }, - "VolumeHealth10": - { - "health": - { - "type": "cap", - "title": "Volume (10 = loudest)", - "default": "0", - "description": " Sets the volume of the sound. Scales from 0 (completely silent) to 10 (maximum, default). (If using dynamics attributes below, this is the maximum volume the sound will reach.)", - "min": "0", - "max": "10" - } - }, - "ZHLT_point": - { - "_falloff": - { - "type": "choices", - "title": "ZHLT Falloff", - "default": "", - "description": "", - "choices": - { - "0": - { - "title": "Default", - "description": "" - }, - "1": - { - "title": "Inverse Linear", - "description": "" - }, - "2": - { - "title": "Inverse Square", - "description": "" - } - }, - "_fade": - { - "type": "string", - "title": "ZHLT Fade", - "default": "1.0", - "description": "" - } - } - }, - "ZHLT": - { - "zhlt_lightflags": - { - "type": "choices", - "title": "ZHLT Lightflags", - "default": "", - "description": "", - "choices": - { - "0": - { - "title": "Default", - "description": "" - }, - "1": - { - "title": "Embedded Fix", - "description": "" - }, - "2": - { - "title": "Opaque (blocks light)", - "description": "" - }, - "3": - { - "title": "Opaque + Embedded fix", - "description": "" - }, - "4": - { - "title": "Opaque + Concave Fix", - "description": "" - } - } - }, - "light_origin": - { - "type": "target_destination", - "title": "Light Origin Target", - "default": "", - "description": "" - } - }, - "CEnvSpriteTrain": - { - "BaseClass": "speed, TargetTrain", - "sprite": true, - "entsize": "-16 -16 -16, 16 16 16", - "entcolor": "0 128 255", - "model": - { - "type": "sprite", - "title": "Sprite Name", - "default": "sprites/glow01.spr" - } - }, - "speed": - { - "speed": - { - "type": "integer", - "title": "Speed (units per second)", - "default": "100" - } - }, - "TargetTrain": - { - "target": - { - "type": "target_destination", - "title": "First stop target" - } - }, - "CFuncGunTarget": - { - "BaseClass": "speed, TargetTrain, SF1StartOn", - "message": - { - "title": "Fire on damage", - "type": "target_destination" - }, - "health": - { - "title": "Damage to Take", - "type": "integer" - } - }, - "CGameCounter": - { - "BaseClass": "SF1Remove", - "spawnflags": - { - "2": - { - "title": "Reset On fire" - } - }, - "frags": - { - "type": "integer", - "title": "Initial Value", - "default": "0" - }, - "health": - { - "type": "integer", - "title": "Limit Value", - "default": "10" - } - } -} \ No newline at end of file diff --git a/entitydata/PointClass/aiscripted_sequence.json b/entitydata/PointClass/aiscripted_sequence.json index 1066e87b0..186998892 100644 --- a/entitydata/PointClass/aiscripted_sequence.json +++ b/entitydata/PointClass/aiscripted_sequence.json @@ -1,8 +1,14 @@ { "aiscripted_sequence": { - "BaseClass": "Mandatory, Angles, CCineAI, CCineMonster, Target, FireTargets, CBaseDelay, appearflags", - "title": "AI Scripted Sequence", - "description": "Using the scripted_sequence entity as base, the aiscripted_sequence point entity inherit the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence." + "atributes": + { + "color": "164 0 255", + "size": "-16 -16 0, 16 16 72", + "flags": "Angle", + "title": "AI Scripted Sequence", + "base": "CCineMonster, Target, FireTargets, CBaseDelay", + "description": "Using the scripted_sequence entity as base, the aiscripted_sequence point entity inherit the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence." + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ambient_generic.json b/entitydata/PointClass/ambient_generic.json index 1eac0a812..b15db10ec 100644 --- a/entitydata/PointClass/ambient_generic.json +++ b/entitydata/PointClass/ambient_generic.json @@ -1,8 +1,336 @@ { "ambient_generic": { - "BaseClass": "Mandatory, CAmbientGeneric, appearflags", - "title": "Universal Ambient", - "description": "The ambient_generic entity allows you to play a specific sound. It is a flexible entity that can be used for both looping ambient sounds and one-off sound effects triggered on cue." + "atributes": + { + "color": "220 220 220", + "iconsprite": "dev/hammer/ambient_generic.spr", + "title": "Universal Ambient", + "base": "VolumeHealth10", + "description": "The ambient_generic entity allows you to play a specific sound. It is a flexible entity that can be used for both looping ambient sounds and one-off sound effects triggered on cue." + }, + "message": + { + "type": "sound", + "title": "Path/filename.wav of WAV", + "default": "", + "description": "This defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1)" + }, + "volstart": + { + "type": "integer", + "title": "Start Volume", + "default": "0", + "description": " Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.)" + }, + "fadein": + { + "type": "cap", + "title": "Fade in time (0-100)", + "default": "0", + "description": "Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long).", + "min": "0", + "max": "100" + }, + "fadeout": + { + "type": "cap", + "title": "Fade out time (0-100)", + "default": "0", + "description": "Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long).", + "min": "0", + "max": "100" + }, + "pitch": + { + "type": "integer", + "title": "Pitch (> 100 = higher)", + "default": "100", + "description": "Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch." + }, + "pitchstart": + { + "type": "integer", + "title": "Start Pitch", + "default": "100", + "description": "Sets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.)" + }, + "spinup": + { + "type": "cap", + "title": "Spin up time (0-100)", + "default": "0", + "description": "Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long).", + "min": "0", + "max": "100" + }, + "spindown": + { + "type": "cap", + "title": "Spin down time (0-100)", + "default": "0", + "description": "Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long).", + "min": "0", + "max": "100" + }, + "lfotype": + { + "type": "choices", + "title": "LFO type", + "default": "0", + "description": "Allows the sound to have certain oscillating effects applied to its pitch.", + "choices": + { + "0": + { + "title": "off", + "description": "Disables the LFO effects." + }, + "1": + { + "title": "sqr", + "description": "Switches between a low and high pitch." + }, + "2": + { + "title": "tri", + "description": "Oscillates between a low and high pitch." + }, + "3": + { + "title": "rnd", + "description": "Randomly switches pitches." + } + } + }, + "lforate": + { + "type": "cap", + "title": "LFO rate (0-1000)", + "default": "0", + "description": "Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly).", + "min": "0", + "max": "1000" + }, + "lfomodpitch": + { + "type": "cap", + "title": "LFO mod pitch (0-100)", + "default": "0", + "description": "Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes).", + "min": "0", + "max": "100" + }, + "lfomodvol": + { + "type": "cap", + "title": "LFO mod vol (0-100)", + "default": "0", + "description": "Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent).", + "min": "0", + "max": "100" + }, + "cspinup": + { + "type": "integer", + "title": "Incremental spinup count", + "default": "0", + "description": "Sets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times." + }, + "spawnflags": + { + "1": + + { + "title": "Play Everywhere", + "default": "0", + "description": "If enabled, the sound will be heard throughout the entire map." + }, + "2": + + { + "title": "Small Radius", + "default": "0", + "description": "If enabled, the sound will be at maximum volume within a roughly 256 unit radius, fading out completely at around 512 units away." + }, + "4": + + { + "title": "Medium Radius", + "default": "1", + "description": "If enabled, the sound will be at maximum volume within a roughly 512 unit radius, fading out completely at around 768 units away." + }, + "8": + + { + "title": "Large Radius", + "default": "0", + "description": "If enabled, the sound will be at maximum volume within a roughly 768 unit radius, fading out completely at around 1280 units away." + }, + "16": + + { + "title": "Start Silent", + "default": "0", + "description": "If enabled, the sound will not play at the start of the map, and will need to be triggered to play. Otherwise, the sound will play at the start of the map whether it is a looping sound or not." + }, + "32": + + { + "title": "Is NOT Looped", + "default": "0", + "description": "Tells the entity whether or not it is dealing with a looping sound. If enabled, the sound will play whenever the entity is triggered (intended for non-looping sounds). (Looping sounds will still play, but will not turn off when triggered.) If not enabled, the sound will toggle on or off when triggered (intended for looping sounds). (Non-looping sounds will still play, but every second trigger will turn the sound off regardless of whether the sound is actually playing anything.) See notes for more information about looping sounds." + } + }, + "preset": + { + "type": "choices", + "title": "Dynamic Presets", + "default": "0", + "description": "Sets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name.", + "choices": + { + "0": + { + "title": "None", + "description": "Does not use a preset, and will not override any other entity attributes." + }, + "1": + { + "title": "Huge Machine", + "description": "Very long spin up, starting slow and getting fast. Very long spin down." + }, + "2": + { + "title": "Big Machine", + "description": "Medium spin up, starting normal and getting fast. Long spin down." + }, + "3": + { + "title": "Machine", + "description": "Quick spin up, starting normal and getting fast. Quick spin down." + }, + "4": + { + "title": "Slow Fade in", + "description": "Slow fade in/out." + }, + "5": + { + "title": "Fade in", + "description": "Medium fade in/out." + }, + "6": + { + "title": "Quick Fade in", + "description": "Quick fade in/out." + }, + "7": + { + "title": "Slow Pulse", + "description": "Slow pulsing speed. Quick fade out." + }, + "8": + { + "title": "Pulse", + "description": "Pulsing speed. Quick fade out." + }, + "9": + { + "title": "Quick pulse", + "description": "Quick pulsing speed. Quick fade out." + }, + "10": + { + "title": "Slow Oscillator", + "description": "Slow oscillation between normal and slow speed. Quick fade out." + }, + "11": + { + "title": "Oscillator", + "description": "Medium oscillation between normal and slow speed. Quick fade out." + }, + "12": + { + "title": "Quick Oscillator", + "description": "Fast oscillation between normal and slow speed. Quick fade out." + }, + "13": + { + "title": "Grunge pitch", + "description": "Extremely slow. Quick fade out." + }, + "14": + { + "title": "Very low pitch", + "description": "Very slow. Quick fade out." + }, + "15": + { + "title": "Low pitch", + "description": "Slow. Quick fade out." + }, + "16": + { + "title": "High pitch", + "description": "Fast. Quick fade out." + }, + "17": + { + "title": "Very high pitch", + "description": "Very fast. Quick fade out." + }, + "18": + { + "title": "Screaming pitch", + "description": "Extremely fast. Quick fade out." + }, + "19": + { + "title": "Oscillate spinup/down", + "description": "Medium oscillation, with long spin up from slow to fast. Long spin down." + }, + "20": + { + "title": "Pulse spinup/down", + "description": "Slow pulse, with long spin up from slow to fast. Long spin down." + }, + "21": + { + "title": "Random pitch", + "description": "Occasionally switches speed, tending towards slower speeds. Quick fade out." + }, + "22": + { + "title": "Random pitch fast", + "description": "Rapidly switches speed, tending towards faster speeds. Quick fade out." + }, + "23": + { + "title": "Incremental Spinup", + "description": "Quick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off." + }, + "24": + { + "title": "Alien", + "description": "Unusual pulsing and switching speed. Quick fade out." + }, + "25": + { + "title": "Bizzare", + "description": "Fast oscillation between fast and slow/silent. Quick fade out." + }, + "26": + { + "title": "Planet X", + "description": "Medium switching between slower speeds, similar to 'Random pitch'. Quick fade out." + }, + "27": + { + "title": "Haunted", + "description": "Slow switch between normal and slow speed. Quick fade out." + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ambient_music.json b/entitydata/PointClass/ambient_music.json index 4052cc854..2c1b49966 100644 --- a/entitydata/PointClass/ambient_music.json +++ b/entitydata/PointClass/ambient_music.json @@ -1,12 +1,105 @@ { "ambient_music": { - "BaseClass": "Mandatory, CAmbientMusic, appearflags", - "title": "Plays music", - "description": "This entity allows level designers to control music playback. You can play and loop music, trigger it to fade out or stop it entirely.", - "notes": + "atributes": { - "1": "Part of the OpenAL sound system" + "color": "200 150 255", + "iconsprite": "dev/hammer/ambient_generic.spr", + "title": "Plays music", + "description": "This entity allows level designers to control music playback. You can play and loop music, trigger it to fade out or stop it entirely.", + "notes": + { + "1": "Part of the OpenAL sound system" + } + }, + "filename": + { + "type": "string", + "title": "Filename of music file", + "default": "", + "description": "Relative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands" + }, + "command": + { + "type": "choices", + "title": "Command", + "default": "0", + "description": "The command to issue", + "choices": + { + "0": + { + "title": "Play", + "description": "" + }, + "1": + { + "title": "Play looping", + "description": "" + }, + "2": + { + "title": "Fadeout", + "description": "" + }, + "3": + { + "title": "Stop", + "description": "" + } + } + }, + "target_selector": + { + "type": "choices", + "title": "Target selector", + "default": "0", + "description": "How to select players to affect.", + "choices": + { + "0": + { + "title": "All Players", + "description": "" + }, + "1": + { + "title": "Activator", + "description": "" + }, + "2": + { + "title": "Radius", + "description": "" + } + } + }, + "radius": + { + "type": "integer", + "title": "Player radius (for Radius target selector)", + "default": "", + "description": "If target_selector is Radius, this is how close the player has to be to be affected by this entity" + }, + "remove_on_fire": + { + "type": "choices", + "title": "Remove on fire", + "default": "0", + "description": "Whether to remove the entity after it has been triggered or after it has affected at least one player (Radius only)", + "choices": + { + "0": + { + "title": "No", + "description": "" + }, + "1": + { + "title": "Yes", + "description": "" + } + } } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_357.json b/entitydata/PointClass/ammo_357.json index 28b1b5b5d..08ac7fc14 100644 --- a/entitydata/PointClass/ammo_357.json +++ b/entitydata/PointClass/ammo_357.json @@ -1,8 +1,17 @@ { "ammo_357": { - "BaseClass": "Mandatory, Angles, CAmmo357, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "357 Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "357 Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_357ammobox.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_556.json b/entitydata/PointClass/ammo_556.json index b8303b868..c6d3a969f 100644 --- a/entitydata/PointClass/ammo_556.json +++ b/entitydata/PointClass/ammo_556.json @@ -1,8 +1,17 @@ { "ammo_556": { - "BaseClass": "Mandatory, Angles, CAmmo556, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "M249 Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "M249 Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/W_saw_clip.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_762.json b/entitydata/PointClass/ammo_762.json index a6c64e634..48bac16a8 100644 --- a/entitydata/PointClass/ammo_762.json +++ b/entitydata/PointClass/ammo_762.json @@ -1,8 +1,17 @@ { "ammo_762": { - "BaseClass": "Mandatory, Angles, CAmmo762, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Sniper Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Sniper Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_m40a1clip.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_9mmar.json b/entitydata/PointClass/ammo_9mmar.json index b4a7582c1..f3aaf7266 100644 --- a/entitydata/PointClass/ammo_9mmar.json +++ b/entitydata/PointClass/ammo_9mmar.json @@ -1,8 +1,17 @@ { "ammo_9mmar": { - "BaseClass": "Mandatory, Angles, CAmmo9mmar, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "9mm Assault Rifle Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "9mm Assault Rifle Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_chainammo.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_9mmbox.json b/entitydata/PointClass/ammo_9mmbox.json index 255ca6255..14d6ce022 100644 --- a/entitydata/PointClass/ammo_9mmbox.json +++ b/entitydata/PointClass/ammo_9mmbox.json @@ -1,8 +1,13 @@ { "ammo_9mmbox": { + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "9mm Assault Rifle Ammo" + }, "BaseClass": "Mandatory, Angles, CAmmo9mmbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "box of 200 9mm shells", - "description": "" + "title": "box of 200 9mm shells" } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_9mmclip.json b/entitydata/PointClass/ammo_9mmclip.json index d1b3b73a9..67be5a609 100644 --- a/entitydata/PointClass/ammo_9mmclip.json +++ b/entitydata/PointClass/ammo_9mmclip.json @@ -1,8 +1,17 @@ { "ammo_9mmclip": { - "BaseClass": "Mandatory, Angles, CAmmo9mm, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "9mm Pistol Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "9mm Pistol Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_9mmclip.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_all.json b/entitydata/PointClass/ammo_all.json index c23d90ed8..4a3c7d873 100644 --- a/entitydata/PointClass/ammo_all.json +++ b/entitydata/PointClass/ammo_all.json @@ -1,8 +1,12 @@ { "ammo_all": { - "BaseClass": "Mandatory, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Gives all ammo types", - "description": "Gives all ammo types to the player that picks it up." + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Gives all ammo types", + "description": "Gives all ammo types to the player that picks it up." + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_argrenades.json b/entitydata/PointClass/ammo_argrenades.json index db9000f36..9d75a4b88 100644 --- a/entitydata/PointClass/ammo_argrenades.json +++ b/entitydata/PointClass/ammo_argrenades.json @@ -1,8 +1,17 @@ { "ammo_argrenades": { - "BaseClass": "Mandatory, Angles, CAmmoargrenades, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Assault Grenades", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Assault Grenades" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_argrenade.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_buckshot.json b/entitydata/PointClass/ammo_buckshot.json index 247ef1442..2d6971eb2 100644 --- a/entitydata/PointClass/ammo_buckshot.json +++ b/entitydata/PointClass/ammo_buckshot.json @@ -1,8 +1,17 @@ { "ammo_buckshot": { - "BaseClass": "Mandatory, Angles, CAmmoshowbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Shotgun Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Shotgun Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_shotbox.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_crossbow.json b/entitydata/PointClass/ammo_crossbow.json index 1baa82d7a..e47e13363 100644 --- a/entitydata/PointClass/ammo_crossbow.json +++ b/entitydata/PointClass/ammo_crossbow.json @@ -1,8 +1,17 @@ { "ammo_crossbow": { - "BaseClass": "Mandatory, Angles, CAmmoshowbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Crossbow Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Crossbow Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_crossbow_clip.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_gaussclip.json b/entitydata/PointClass/ammo_gaussclip.json index 3448b20e7..ec117af0b 100644 --- a/entitydata/PointClass/ammo_gaussclip.json +++ b/entitydata/PointClass/ammo_gaussclip.json @@ -1,8 +1,17 @@ { "ammo_gaussclip": { - "BaseClass": "Mandatory, Angles, CAmmogauss, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Gauss Gun Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "GaussGun Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_gaussammo.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_generic.json b/entitydata/PointClass/ammo_generic.json index 1bcc543cd..f21ca0a76 100644 --- a/entitydata/PointClass/ammo_generic.json +++ b/entitydata/PointClass/ammo_generic.json @@ -1,12 +1,29 @@ { "ammo_generic": { - "BaseClass": "Mandatory, Angles, CAmmoGeneric, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Generic Ammo", - "description": "Gives the specified ammo type to the player that picks it up.", - "notes": + "atributes": { - "1": "Combine with trigger_changekeyvalue to dynamically change ammo type" + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "description": "Gives the specified ammo type to the player that picks it up.", + "title": "Generic Ammo", + "notes": + { + "1": "Combine with trigger_changekeyvalue to dynamically change ammo type" + } + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_9mmclip.mdl" + }, + "ammo_name": + { + "type": "string", + "title": "Ammo Name (Required)", + "default": "ammo_9mmclip", + "description": "Name of the ammo type to give." } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_rpgclip.json b/entitydata/PointClass/ammo_rpgclip.json index 1a0357a8b..2538556ce 100644 --- a/entitydata/PointClass/ammo_rpgclip.json +++ b/entitydata/PointClass/ammo_rpgclip.json @@ -1,8 +1,36 @@ { "ammo_rpgclip": { - "BaseClass": "Mandatory, Angles, CAmmorpg, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "RPG Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "RPG Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/w_rpgammo.mdl" + }, + "sequence": + { + "type": "choices", + "title": "Placement", + "default": "0", + "choices": + { + "0": + { + "title": "Normal (flat)", + "description": "" + }, + "1": + { + "title": "Capped", + "description": "" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/ammo_spore.json b/entitydata/PointClass/ammo_spore.json index 9df4aace1..bcfc46c29 100644 --- a/entitydata/PointClass/ammo_spore.json +++ b/entitydata/PointClass/ammo_spore.json @@ -1,8 +1,17 @@ { "ammo_spore": { - "BaseClass": "Mandatory, Angles, CAmmospore, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags", - "title": "Spore Ammo", - "description": "" + "atributes": + { + "studio": "", + "base": "Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile", + "title": "Spore Ammo" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "models/spore_ammo.mdl" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/cycler.json b/entitydata/PointClass/cycler.json index 7ae92034c..a7ec9f3ee 100644 --- a/entitydata/PointClass/cycler.json +++ b/entitydata/PointClass/cycler.json @@ -1,8 +1,26 @@ { "cycler": { - "BaseClass": "Mandatory, Angles, CCycler, rendersettings, appearflags", - "title": "Monster Cycler", - "description": "" + "atributes": + { + "size": "-16 -16 0, 16 16 72", + "studio": "", + "base": "Angles, Angles, rendersettings", + "title": "Monster Cycler" + }, + "model": + { + "type": "studio", + "title": "Model", + "default": "", + "description": "" + }, + "bodygroup": + { + "type": "integer", + "title": "Body Group", + "default": "0", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/cycler_sprite.json b/entitydata/PointClass/cycler_sprite.json index c2d8ccc18..57456f2f9 100644 --- a/entitydata/PointClass/cycler_sprite.json +++ b/entitydata/PointClass/cycler_sprite.json @@ -1,8 +1,26 @@ { "cycler_sprite": { - "BaseClass": "Mandatory, Angles, CCyclerSprite, rendersettings, appearflags", - "title": "Sprite Cycler", - "description": "" + "atributes": + { + "size": "-16 -16 0, 16 16 72", + "sprite": "", + "base": "Angles, Angles, rendersettings", + "title": "Sprite Cycler" + }, + "model": + { + "type": "sprite", + "title": "Model OR Sprite", + "default": "", + "description": "" + }, + "framerate": + { + "type": "integer", + "title": "Frames per second", + "default": "10", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_beam.json b/entitydata/PointClass/env_beam.json index 782a8b995..d5d770260 100644 --- a/entitydata/PointClass/env_beam.json +++ b/entitydata/PointClass/env_beam.json @@ -1,19 +1,169 @@ { "env_beam": { - "BaseClass": "Mandatory, CEnvBeam, renderamt, rendercolor, renderfx, appearflags", - "title": "Energy Beam Effect", - "description": "", - "notes": - - { - "1" : "info_targets are often used for stationary start/end points. To make moving beams, use func_train.", - "2": "The fluctuation of a beam (via the Amount of noise attribute) seems to be affected by the length of the beam; longer beams will be more affected by the same noise value.", - "3": "The sprite used in the beam does not seem to animate, though if the sprite has multiple frames, you can choose which frame it uses.", - "4": "Setting Life to less than 0.1 (but greater than 0) seems to make the beam not deactivate, but will still create new beams after Strike Again Time. This can cause the beams stack up. There seems to be a limit to how many beams will generate in this way, and after a while the beams will stop spawning. Possibly could be used to create unique visual effects.", - "5": "The \"Ring\" flag seems to not accept all entities as start/end points, including info_targets. It will accept func_trains though.", - "6": "If multiple entities have the same name as the Start Entity / Ending Entity, the beam will randomly choose a target from those entities. This can be used to create a random function by placing buttons triggered by damage in the path of the beams.", - "7": "It is possible to have the beam target random points. If you leave the end entity undefined, the beam will fire from the start entity to a random direction until it hits a wall. This is very useful for example on teleporters because you don't have to define loads of target points. If you leave both the start and end entity undefined, it will trace a line in a random direction from the actual env_beam entity for a start point and an another one from this point to get the end point. The beam will project between the points. This is totally random but could be used to create some kind of energy storm effect or something." + "atributes": + { + "size": "-12 -12 -12, 12 12 12", + "color": "255 250 230", + "base": "Angles, renderamt, rendercolor, renderfx", + "title": "Energy Beam Effect", + "notes": + { + "1" : "info_targets are often used for stationary start/end points. To make moving beams, use func_train.", + "2": "The fluctuation of a beam (via the Amount of noise attribute) seems to be affected by the length of the beam; longer beams will be more affected by the same noise value.", + "3": "The sprite used in the beam does not seem to animate, though if the sprite has multiple frames, you can choose which frame it uses.", + "4": "Setting Life to less than 0.1 (but greater than 0) seems to make the beam not deactivate, but will still create new beams after Strike Again Time. This can cause the beams stack up. There seems to be a limit to how many beams will generate in this way, and after a while the beams will stop spawning. Possibly could be used to create unique visual effects.", + "5": "The \"Ring\" flag seems to not accept all entities as start/end points, including info_targets. It will accept func_trains though.", + "6": "If multiple entities have the same name as the Start Entity / Ending Entity, the beam will randomly choose a target from those entities. This can be used to create a random function by placing buttons triggered by damage in the path of the beams.", + "7": "It is possible to have the beam target random points. If you leave the end entity undefined, the beam will fire from the start entity to a random direction until it hits a wall. This is very useful for example on teleporters because you don't have to define loads of target points. If you leave both the start and end entity undefined, it will trace a line in a random direction from the actual env_beam entity for a start point and an another one from this point to get the end point. The beam will project between the points. This is totally random but could be used to create some kind of energy storm effect or something." + } + }, + "texture": + { + "type": "sprite", + "title": "Sprite Name", + "default": "sprites/laserbeam.spr", + "description": "This defines which sprite file the entity will use to form the beam. This accepts an input of the form \"path/filename.spr\" (starting from the root folder). (Example: \"sprites/laserbeam.spr\")." + }, + "LightningStart": + { + "type": "target_generic", + "title": "Start Entity", + "default": "", + "description": "The name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.)" + }, + "LightningEnd": + { + "type": "target_generic", + "title": "Ending Entity", + "default": "", + "description": "The name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point." + }, + "Radius": + { + "type": "integer", + "title": "Radius", + "default": "", + "description": "If the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points." + }, + "life": + { + "type": "float", + "title": "Life (seconds 0 = infinite)", + "default": "1.0", + "description": "Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically." + }, + "BoltWidth": + { + "type": "cap", + "title": "Width of beam (pixels*0.1 0-255)", + "default": "20", + "description": "Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value.", + "min": "0", + "max": "255" + }, + "NoiseAmplitude": + { + "type": "cap", + "title": "Amount of noise (0-255)", + "default": "0", + "description": "Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam).", + "min": "0", + "max": "255" + }, + "TextureScroll": + { + "type": "cap", + "title": "Texture Scroll Rate (0-100)", + "default": "35", + "description": "Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast).", + "min": "0", + "max": "100" + }, + "framerate": + { + "type": "integer", + "title": "Frames per 10 seconds", + "default": "0", + "description": "Seemingly unused." + }, + "framestart": + { + "type": "integer", + "title": "Starting Frame", + "default": "0", + "description": " Sets which frame of animation that the sprite should use." + }, + "StrikeTime": + { + "type": "integer", + "title": "Strike again time (secs)", + "default": "0", + "description": "Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation." + }, + "damage": + { + "type": "float", + "title": "Damage / second", + "default": "0", + "description": "Sets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute." + }, + "spawnflags": + { + "1": + { + "title": "Start On", + "default": "0", + "description": "If enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on." + }, + "2": + { + "title": "Toggle", + "default": "0", + "description": "If enabled, the beam can be retriggered to stop the beam from reactivating automatically. Otherwise, the beam seems to loop indefinitely regardless of further triggerings." + }, + "4": + { + "title": "Random Strike", + "default": "0", + "description": "If enabled, the beam will vary its activation and deactivation times. These times will be scaled somewhat around the times you provide in Life and Strike Again Time." + }, + "8": + { + "title": "Ring", + "default": "0", + "description": "If enabled, the beam will form a ring between its two points rather than a straight line. The ring will tend towards being horizontal, and may malform if the two points are in a perfectly vertical line." + }, + "16": + { + "title": "StartSparks", + "default": "0", + "description": "If enabled, the start of the beam will spark when it is activated." + }, + "32": + { + "title": "EndSparks", + "default": "0", + "description": "If enabled, the end of the beam will spark when it is activated." + }, + "64": + { + "title": "Decal End", + "default": "0", + "description": "Seemingly unused." + }, + "128": + { + "title": "Shade Start", + "default": "0", + "description": "If enabled, the beam will fade towards the start." + }, + "256": + { + "title": "Shade End", + "default": "0", + "description": "If enabled, the beam will fade towards the end. Will not function if \"Shade Start\" is enabled." + } } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_beverage.json b/entitydata/PointClass/env_beverage.json index 225d1c48c..26eeb7d63 100644 --- a/entitydata/PointClass/env_beverage.json +++ b/entitydata/PointClass/env_beverage.json @@ -1,8 +1,63 @@ { "env_beverage": { - "BaseClass": "Mandatory, CEnvBeverage, appearflags", - "title": "Beverage Dispenser", - "description": "" + "atributes": + { + "size": "-4 -4 -4, 4 4 4", + "color": "128 64 2", + "title": "Beverage Dispenser" + }, + "health" : + { + "type": "integer", + "title": "Capacity", + "default": "10", + "description": "" + }, + "skin": + { + "type": "choices", + "title": "Beverage Type", + "default": "0", + "description": "Sets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index.", + "choices": + { + "0": + { + "title": "Coca-Cola", + "description": "" + }, + "1": + { + "title": "Sprite", + "description": "" + }, + "2": + { + "title": "Diet Coke", + "description": "" + }, + "3": + { + "title": "Orange", + "description": "" + }, + "4": + { + "title": "Surge", + "description": "" + }, + "5": + { + "title": "Moxie", + "description": "" + }, + "6": + { + "title": "Random", + "description": "" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_blood.json b/entitydata/PointClass/env_blood.json index 0640d5466..0924e91d5 100644 --- a/entitydata/PointClass/env_blood.json +++ b/entitydata/PointClass/env_blood.json @@ -1,8 +1,69 @@ { "env_blood": { - "BaseClass": "Mandatory, CEnvBlood, appearflags", - "title": "Blood Effects", - "description": "" + "atributes": + { + "size": "-4 -4 -4, 4 4 4", + "color": "255 0 0", + "title": "Blood Effects" + }, + "color": + { + "type": "choices", + "title": "Blood Color", + "default": "0", + "description": "", + "choices": + { + "0": + { + "title": "Red (Human)", + "description": "" + }, + "1": + { + "title": "Yellow (Alien)", + "description": "" + } + } + }, + "amount" : + { + "type": "integer", + "title": "Amount of blood (damage to simulate)", + "default": "100", + "description": "" + }, + "spawnflags": + { + "1": + + { + "title": "Random Direction", + "default": "0", + "description": "" + }, + "2": + + { + "title": "Blood Stream", + "default": "0", + "description": "" + }, + "4": + + { + "title": "On Player", + "default": "0", + "description": "" + }, + "8": + + { + "title": "Spray decals", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_blowercannon.json b/entitydata/PointClass/env_blowercannon.json index 776ba81af..d94e63e6a 100644 --- a/entitydata/PointClass/env_blowercannon.json +++ b/entitydata/PointClass/env_blowercannon.json @@ -1,8 +1,76 @@ { "env_blowercannon": { - "BaseClass": "Mandatory, CEnvBlowerCannon, Target, rendersettings, appearflags", - "title": "Blower Cannon", - "description": "" + "atributes": + { + "size": "-16 -16 -16, 16 16 16", + "color": "255 0 0", + "base": "Target, rendersettings", + "title": "Blower Cannon" + }, + "delay": + { + "type": "float", + "title": "Delay", + "default": "0", + "description": "" + }, + "zoffset": + { + "type": "integer", + "title": "Z Offset", + "default": "0", + "description": "" + }, + "weaptype": + { + "type": "choices", + "title": "Z Offset", + "default": "0", + "description": "", + "choices": + { + "1": + { + "title": "Spore (Rocket)", + "description": "" + }, + "2": + { + "title": "Spore (Grenade)", + "description": "" + }, + "3": + { + "title": "Shock Beam", + "description": "" + }, + "4": + { + "title": "Displacer Ball", + "description": "" + } + } + }, + "firetype": + { + "type": "choices", + "title": "Fire Type", + "default": "1", + "description": "", + "choices": + { + "1": + { + "title": "Toggle On/Off", + "description": "" + }, + "2": + { + "title": "Fire When Triggered", + "description": "" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_electrified_wire.json b/entitydata/PointClass/env_electrified_wire.json index 54f515d61..7c0400caa 100644 --- a/entitydata/PointClass/env_electrified_wire.json +++ b/entitydata/PointClass/env_electrified_wire.json @@ -1,8 +1,47 @@ { "env_electrified_wire": { - "BaseClass": "Mandatory, CEnvElectrifiedWire, appearflags", - "title": "Electrified Wire", - "description": "" + "atributes": + { + "size": "-16 -16 -16, 16 16 16", + "base": "CRopes", + "title": "Electrified Wire" + }, + "sparkfrequency": + { + "type": "integer", + "title": "Spark Frequency", + "default": "3" + }, + "bodysparkfrequency": + { + "type": "integer", + "title": "Body Spark Frequency", + "default": "3" + }, + "lightningfrequency": + { + "type": "integer", + "title": "Lightning Frequency", + "default": "3" + }, + "xforce": + { + "type": "integer", + "title": "X Force", + "default": "80000" + }, + "yforce": + { + "type": "integer", + "title": "Y Force", + "default": "80000" + }, + "zforce": + { + "type": "integer", + "title": "Z Force", + "default": "80000" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_explosion.json b/entitydata/PointClass/env_explosion.json index d6ec39a95..927da31ef 100644 --- a/entitydata/PointClass/env_explosion.json +++ b/entitydata/PointClass/env_explosion.json @@ -1,8 +1,52 @@ { "env_explosion": { - "BaseClass": "Mandatory, CEnvExplosion, appearflags", - "title": "Explosion", - "description": "" + "atributes": + { + "base": "SF2Repeatable", + "size": "-12 -12 -12, 12 12 12", + "color": "255 220 15", + "title": "Explosion" + }, + "iMagnitude": + { + "type": "integer", + "title": "Magnitude", + "default": "100", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "No Damage", + "default": "0", + "description": "" + }, + "4": + { + "title": "No Fireball", + "default": "0", + "description": "" + }, + "8": + { + "title": "No Smoke", + "default": "0", + "description": "" + }, + "16": + { + "title": "No Decal", + "default": "0", + "description": "" + }, + "32": + { + "title": "No Sparks", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_fade.json b/entitydata/PointClass/env_fade.json index ea0fe21c1..450666bf5 100644 --- a/entitydata/PointClass/env_fade.json +++ b/entitydata/PointClass/env_fade.json @@ -1,8 +1,46 @@ { "env_fade": { - "BaseClass": "Mandatory, CEnvFade, renderamt, rendercolor, appearflags", - "title": "Screen Fade", - "description": "" + "atributes": + { + "base": "renderamt, rendercolor", + "color": "100 150 100", + "title": "Screen Fade" + }, + "duration": + { + "type": "float", + "title": "Duration (seconds)", + "default": "2", + "description": "" + }, + "holdtime": + { + "type": "float", + "title": "Hold Fade (seconds)", + "default": "0", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "Fade From", + "default": "0", + "description": "" + }, + "2": + { + "title": "Modulate", + "default": "0", + "description": "" + }, + "4": + { + "title": "Activator Only", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_fog.json b/entitydata/PointClass/env_fog.json index e069e3eb4..dfad29fa8 100644 --- a/entitydata/PointClass/env_fog.json +++ b/entitydata/PointClass/env_fog.json @@ -1,8 +1,41 @@ { "env_fog": { - "BaseClass": "Mandatory, CEnvFog, rendercolor, appearflags", - "title": "Global Fog Controller", - "description": "" + "atributes": + { + "base": "rendercolor", + "color": "196 195 192", + "title": "Global Fog Controller" + }, + "density": + { + "type": "float", + "title": "Density (0.0-1.0)", + "default": "0.5", + "description": "" + }, + "fogStartDistance": + { + "type": "integer", + "title": "Start Distance", + "default": "1500", + "description": "" + }, + "fogStopDistance": + { + "type": "integer", + "title": "Stop Distance", + "default": "2000", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "Fog Affects Skybox", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_funnel.json b/entitydata/PointClass/env_funnel.json index a5fff9ec2..9bac9c8ba 100644 --- a/entitydata/PointClass/env_funnel.json +++ b/entitydata/PointClass/env_funnel.json @@ -1,8 +1,20 @@ { "env_funnel": { - "BaseClass": "Mandatory, CEnvFunnel, appearflags", - "title": "Large Portal Funnel", - "description": "" + "atributes": + { + "color": "128 255 32", + "size": "-16 -16 -16, 16 16 16", + "title": "Large Portal Funnel" + }, + "spawnflags": + { + "1": + { + "title": "Reverse", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_global.json b/entitydata/PointClass/env_global.json index 87a64f7d4..4044a9e3b 100644 --- a/entitydata/PointClass/env_global.json +++ b/entitydata/PointClass/env_global.json @@ -1,8 +1,81 @@ { "env_global": { - "BaseClass": "Mandatory, CEnvGlobal, appearflags", - "title": "Global State", - "description": "" + "atributes": + { + "color": "4 32 250", + "title": "Global State" + }, + "globalstate": + { + "type": "string", + "title": "Global State to Set", + "default": "", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "Set Initial State", + "default": "0", + "description": "" + } + }, + "triggermode": + { + "type": "choices", + "title": "Trigger Mode", + "default": "0", + "description": "", + "choices": + { + "0": + { + "title": "Off", + "description": "" + }, + "1": + { + "title": "On", + "description": "" + }, + "2": + { + "title": "Dead", + "description": "" + }, + "3": + { + "title": "Toggle", + "description": "" + } + }, + "initialstate": + { + "type": "choices", + "title": "Initial State", + "default": "0", + "description": "", + "choices": + { + "0": + { + "title": "Off", + "description": "" + }, + "1": + { + "title": "On", + "description": "" + }, + "2": + { + "title": "Dead", + "description": "" + } + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_glow.json b/entitydata/PointClass/env_glow.json index 43eb57fb3..ee068a15f 100644 --- a/entitydata/PointClass/env_glow.json +++ b/entitydata/PointClass/env_glow.json @@ -1,8 +1,20 @@ { "env_glow": { - "BaseClass": "Mandatory, CEnvGlow, Scale, rendersettings, appearflags", - "title": "Light Glow/Haze", - "description": "" + "atributes": + { + "color": "60 200 5", + "sprite": "", + "size": "-4 -4 -4, 4 4 4", + "base": "Scale, rendersettings", + "title": "Light Glow/Haze" + }, + "model": + { + "type": "sprite", + "title": "Sprite Name", + "default": "sprites/glow01.spr", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_laser.json b/entitydata/PointClass/env_laser.json index 6eeb8a1f3..186ceb76a 100644 --- a/entitydata/PointClass/env_laser.json +++ b/entitydata/PointClass/env_laser.json @@ -1,8 +1,95 @@ { "env_laser": { - "BaseClass": "Mandatory, Angles, CEnvLaser, renderamt, rendercolor, appearflags", - "title": "Laser Beam Effect", - "description": "" + "atributes": + { + "color": "128 255 32", + "size": "-16 -16 -16, 16 16 16", + "base": "Angles, SF1StartOn, renderamt, rendercolor", + "title": "Laser Beam Effect" + }, + "spawnflags": + { + "16": + { + "title": "StartSparks", + "default": "0", + "description": "" + }, + "32": + { + "title": "EndSparks", + "default": "0", + "description": "" + }, + "64": + { + "title": "Decal End", + "default": "0", + "description": "" + } + }, + "LaserTarget": + { + "type": "target_destination", + "title": "Target of Laser", + "default": "", + "description": "" + }, + "width": + { + "type": "cap", + "title": "Width of beam (pixels*0.1 0-255)", + "default": "0", + "description": "", + "min": "0", + "max": "255" + }, + "NoiseAmplitude": + { + "type": "cap", + "title": "Amount of noise (0-255)", + "default": "0", + "description": "", + "min": "0", + "max": "255" + }, + "texture": + { + "type": "sprite", + "title": "Sprite Name", + "default": "sprites/laserbeam.spr", + "description": "" + }, + "EndSprite": + { + "type": "sprite", + "title": "End Sprite", + "default": "", + "description": "" + }, + "TextureScroll": + { + "type": "cap", + "title": "Texture Scroll Rate (0-100)", + "default": "35", + "description": "0", + "min": "0", + "max": "100" + }, + "framestart": + { + "type": "integer", + "title": "Starting Frame", + "default": "0", + "description": "" + }, + "damage": + { + "type": "float", + "title": "Damage / second", + "default": "100", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_message.json b/entitydata/PointClass/env_message.json index cb91659b5..ab6ea721e 100644 --- a/entitydata/PointClass/env_message.json +++ b/entitydata/PointClass/env_message.json @@ -1,8 +1,79 @@ { "env_message": { - "BaseClass": "Mandatory, CEnvMessage, Target, FireTargets, appearflags", - "title": "HUD Text Message", - "description": "" + "atributes": + { + "color": "255 0 255", + "base": "Target, FireTargets", + "title": "HUD Text Message" + }, + "spawnflags": + { + "1": + { + "title": "Play Once", + "default": "0", + "description": "" + }, + "2": + { + "title": "All Clients", + "default": "0", + "description": "" + } + }, + "message": + { + "type": "string", + "title": "Message Name", + "default": "", + "description": "" + }, + "messagesound": + { + "type": "sound", + "title": "path/filename.wav of WAV", + "default": "", + "description": "" + }, + "messagevolume": + { + "type": "cap", + "title": "Volume (10 = loudest)", + "default": "0", + "description": "", + "min": "0", + "max": "10" + }, + "messageattenuation": + { + "type": "choices", + "title": "Sound Radius", + "default": "0", + "description": "", + "choices": + { + "0": + { + "title": "Small Radius", + "description": "" + }, + "1": + { + "title": "Medium Radius", + "description": "" + }, + "2": + { + "title": "Large Radius", + "description": "" + }, + "3": + { + "title": "Play Everywhere", + "description": "" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_render.json b/entitydata/PointClass/env_render.json index 41a564f31..2f9709965 100644 --- a/entitydata/PointClass/env_render.json +++ b/entitydata/PointClass/env_render.json @@ -1,8 +1,39 @@ { "env_render": { - "BaseClass": "Mandatory, CEnvRender, Target, rendersettings, appearflags", - "title": "Render Controls", - "description": "" + "atributes": + { + "color": "255 0 255", + "base": "Target, rendersettings", + "title": "Render Controls", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "No Renderfx", + "default": "0", + "description": "" + }, + "2": + { + "title": "No Renderamt", + "default": "0", + "description": "" + }, + "4": + { + "title": "No Rendermode", + "default": "0", + "description": "" + }, + "8": + { + "title": "No Rendercolor", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_rope.json b/entitydata/PointClass/env_rope.json index 6626b283c..406a53649 100644 --- a/entitydata/PointClass/env_rope.json +++ b/entitydata/PointClass/env_rope.json @@ -1,8 +1,12 @@ { "env_rope": { - "BaseClass": "Mandatory, CEnvRope, appearflags", - "title": "Rope", - "description": "" + "atributes": + { + "size": "-16 -16 -16, 16 16 16", + "title": "Rope", + "base": "CRopes", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_shake.json b/entitydata/PointClass/env_shake.json index bf1bd6b60..a0f75851d 100644 --- a/entitydata/PointClass/env_shake.json +++ b/entitydata/PointClass/env_shake.json @@ -1,8 +1,51 @@ { "env_shake": { - "BaseClass": "Mandatory, CEnvShake, appearflags", - "title": "Screen Shake", - "description": "" + "atributes": + { + "color": "188 180 172", + "iconsprite": "dev/hammer/env_shake.spr", + "title": "Screen Shake", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "GlobalShake", + "default": "0", + "description": "" + } + }, + "amplitude": + { + "type": "cap", + "title": "Amplitude 0-16", + "default": "0", + "description": "", + "min": "0", + "max": "16" + }, + "radius": + { + "type": "float", + "title": "Effect radius", + "default": "500", + "description": "" + }, + "duration": + { + "type": "float", + "title": "Duration (seconds)", + "default": "1", + "description": "" + }, + "frequency": + { + "type": "float", + "title": "0.1 = jerk, 255.0 = rumble", + "default": "2.5", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_shooter.json b/entitydata/PointClass/env_shooter.json index 5f12d66c9..9fea98875 100644 --- a/entitydata/PointClass/env_shooter.json +++ b/entitydata/PointClass/env_shooter.json @@ -1,8 +1,50 @@ { "env_shooter": { - "BaseClass": "Mandatory, Angles, CEnvShooter, CGibShooter, Scale, rendersettings, appearflags", - "title": "Model Shooter", - "description": "" + "atributes": + { + "color": "184 90 164", + "base": "Angles, CGibShooter, Skin, Scale, rendersettings", + "title": "Model Shooter", + "description": "" + }, + "shootmodel": + { + "type": "studio", + "title": "Model or Sprite name" + }, + "shootsounds": + { + "type": "choices", + "title": "Material Sound", + "default": "-1", + "choices": + { + "-1": + { + "title": "None" + }, + "0": + { + "title": "Glass" + }, + "1": + { + "title": "Wood" + }, + "2": + { + "title": "Metal" + }, + "3": + { + "title": "Flesh" + }, + "4": + { + "title": "Concrete" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_sound.json b/entitydata/PointClass/env_sound.json index 0c261d9b7..1d3dc67c9 100644 --- a/entitydata/PointClass/env_sound.json +++ b/entitydata/PointClass/env_sound.json @@ -1,8 +1,142 @@ { "env_sound": { - "BaseClass": "Mandatory, CEnvSound, appearflags", - "title": "DSP Sound", - "description": "" + "atributes": + { + "color": "150 150 150", + "title": "DSP Sound", + "description": "" + }, + "radius": + { + "title": "Radius", + "type": "integer", + "default": "128" + }, + "roomtype": + { + "type": "choices", + "default": "0", + "title": "Room Type", + "choices": + { + "0": + { + "title": "Normal (off)" + }, + "1": + { + "title": "Generic" + }, + "2": + { + "title": "Metal Small" + }, + "3": + { + "title": "Metal Medium" + }, + "4": + { + "title": "Metal Large" + }, + "5": + { + "title": "Tunnel Small" + }, + "6": + { + "title": "Tunnel Medium" + }, + "7": + { + "title": "Tunnel Large" + }, + "8": + { + "title": "Chamber Small" + }, + "9": + { + "title": "Chamber Medium" + }, + "10": + { + "title": "Chamber Large" + }, + "11": + { + "title": "Bright Small" + }, + "12": + { + "title": "Bright Medium" + }, + "13": + { + "title": "Bright Large" + }, + "14": + { + "title": "Water 1" + }, + "15": + { + "title": "Water 2" + }, + "16": + { + "title": "Water 3" + }, + "17": + { + "title": "Concrete Small" + }, + "18": + { + "title": "Concrete Medium" + }, + "19": + { + "title": "Concrete Large" + }, + "20": + { + "title": "Big 1" + }, + "21": + { + "title": "Big 2" + }, + "22": + { + "title": "Big 3" + }, + "23": + { + "title": "Cavern Small" + }, + "24": + { + "title": "Cavern Medium" + }, + "25": + { + "title": "Cavern Large" + }, + "26": + { + "title": "Weirdo 1" + }, + "27": + { + "title": "Weirdo 2" + }, + "28": + { + "title": "Weirdo 3" + } + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_spark.json b/entitydata/PointClass/env_spark.json index 3c689c698..27e7bcda6 100644 --- a/entitydata/PointClass/env_spark.json +++ b/entitydata/PointClass/env_spark.json @@ -1,8 +1,30 @@ { "env_spark": { - "BaseClass": "Mandatory, Angles, CEnvSparks, appearflags", - "title": "Sparks", - "description": "" + "atributes": + { + "size": "-8 -8 -8, 8 8 8", + "color": "255 220 15", + "base": "Angles", + "title": "Sparks", + "description": "" + }, + "MaxDelay": + { + "type": "float", + "title": "Max Delay", + "default": "0" + }, + "spawnflags": + { + "32": + { + "title": "Toggle" + }, + "64": + { + "title": "Start ON" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_sprite.json b/entitydata/PointClass/env_sprite.json index 965b96c51..c4624a89f 100644 --- a/entitydata/PointClass/env_sprite.json +++ b/entitydata/PointClass/env_sprite.json @@ -1,8 +1,43 @@ { "env_sprite": { - "BaseClass": "Mandatory, Angles, CEnvSprite, Scale, rendersettings, appearflags", - "title": "Sprite Effect", - "description": "" + "atributes": + { + "size": "-4 -4 -4, 4 4 4", + "color": "190 200 180", + "sprite": "", + "base": "Angles, Scale, rendersettings", + "title": "Sprite Effect", + "description": "" + }, + "framerate": + { + "type": "float", + "title": "Framerate", + "default": "10.0", + "description": "" + }, + "model": + { + "type": "sprite", + "title": "Sprite Name", + "default": "sprites/glow01.spr", + "description": "" + }, + "spawnflags": + { + "1": + { + "title": "Start on", + "default": "0", + "description": "" + }, + "2": + { + "title": "Play Once", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_spritetrain.json b/entitydata/PointClass/env_spritetrain.json index 107edc0bf..54512f8dd 100644 --- a/entitydata/PointClass/env_spritetrain.json +++ b/entitydata/PointClass/env_spritetrain.json @@ -1,8 +1,20 @@ { "env_spritetrain": { - "BaseClass": "Mandatory, CEnvSpriteTrain, Scale, PlatSounds, CCustomSounds, appearflags", - "title": "Sprite Train", - "description": "" + "atributes": + { + "size": "-4 -4 -4, 4 4 4", + "color": "190 200 180", + "sprite": "", + "base": "Scale, speed, TargetTrain, PlatSounds, CCustomSounds", + "title": "Sprite Train", + "description": "" + }, + "model": + { + "type": "sprite", + "title": "Sprite Name", + "default": "sprites/glow01.spr" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/env_warpball.json b/entitydata/PointClass/env_warpball.json index ceca6b91d..6908c4bc7 100644 --- a/entitydata/PointClass/env_warpball.json +++ b/entitydata/PointClass/env_warpball.json @@ -1,8 +1,38 @@ { "env_warpball": { - "BaseClass": "Mandatory, CEnvWarpBall, Target, appearflags", - "title": "Warp In Ball", - "description": "" + "atributes": + { + "base": "SF1Remove, Target", + "size": "-32 -32 -32, 32 32 32", + "color": "0 255 0", + "title": "Warp In Ball", + "description": "" + }, + "spawnflags": + { + "2": + { + "title": "Kill Center" + } + }, + "radius": + { + "title": "Beam Radius", + "type": "integer", + "default": "256" + }, + "warp_target": + { + "type": "target_destination", + "title": "Warp Target", + "default": "" + }, + "damage_delay": + { + "type": "float", + "title": "Damage delay", + "default": "0" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/game_counter.json b/entitydata/PointClass/game_counter.json index 6aec99d82..ac61de298 100644 --- a/entitydata/PointClass/game_counter.json +++ b/entitydata/PointClass/game_counter.json @@ -1,7 +1,29 @@ { "game_counter": { - "BaseClass": "Mandatory, CGameCounter, Master, Target, FireTargets, CBaseDelay, appearflags", - "title": "Fires when it hits limit" + "atributes": + { + "base": "SF1Remove, Master, Target, FireTargets, CBaseDelay", + "title": "Fires when it hits limit" + }, + "spawnflags": + { + "2": + { + "title": "Reset On fire" + } + }, + "frags": + { + "type": "integer", + "title": "Initial Value", + "default": "0" + }, + "health": + { + "type": "integer", + "title": "Limit Value", + "default": "10" + } } } diff --git a/entitydata/PointClass/game_counter_set.json b/entitydata/PointClass/game_counter_set.json deleted file mode 100644 index a94eedf80..000000000 --- a/entitydata/PointClass/game_counter_set.json +++ /dev/null @@ -1,7 +0,0 @@ -{ - "game_counter_set": - { - "BaseClass": "Mandatory, CGameCounterSet, CGameCounter, Master, Target, appearflags", - "title": "Sets a game_counter" - } -} \ No newline at end of file diff --git a/entitydata/PointClass/game_end.json b/entitydata/PointClass/game_end.json index 20f3925f8..0577cee71 100644 --- a/entitydata/PointClass/game_end.json +++ b/entitydata/PointClass/game_end.json @@ -1,7 +1,10 @@ { "game_end": { - "BaseClass": "Mandatory, Master, appearflags", - "title": "End this multiplayer game" + "atributes": + { + "base": "Master", + "title": "End this multiplayer game" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/game_player_equip.json b/entitydata/PointClass/game_player_equip.json index 5a26e141b..a8f9cf0c9 100644 --- a/entitydata/PointClass/game_player_equip.json +++ b/entitydata/PointClass/game_player_equip.json @@ -1,7 +1,17 @@ { "game_player_equip": { - "BaseClass": "Mandatory, CGamePlayerEquip, Master, appearflags", - "title": "Initial player equipment" + "atributes": + { + "base": "Master", + "title": "Initial player equipment" + }, + "spawnflags": + { + "1": + { + "title": "Use Only" + } + } } } \ No newline at end of file diff --git a/entitydata/PointClass/game_player_hurt.json b/entitydata/PointClass/game_player_hurt.json index 168219435..ca8642e89 100644 --- a/entitydata/PointClass/game_player_hurt.json +++ b/entitydata/PointClass/game_player_hurt.json @@ -1,7 +1,16 @@ { "game_player_hurt": { - "BaseClass": "Mandatory, CGamePlayerHurt, Master, appearflags", - "title": "Hurts player who fires" + "atributes": + { + "base": "SF1Remove, Master", + "title": "Hurts player who fires" + }, + "dmg": + { + "type": "float", + "title": "Damage To Apply", + "default": "999" + } } } diff --git a/entitydata/PointClass/gibshooter.json b/entitydata/PointClass/gibshooter.json index e5d6e7690..e7639fc48 100644 --- a/entitydata/PointClass/gibshooter.json +++ b/entitydata/PointClass/gibshooter.json @@ -1,7 +1,10 @@ { "gibshooter": { - "BaseClass": "Mandatory, Angles, CGibShooter, appearflags", - "title": "Gib Shooter" + "atributes": + { + "base": "Angles, CGibShooter", + "title": "Gib Shooter" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/info_intermission.json b/entitydata/PointClass/info_intermission.json index 12fd587b3..70e58b0db 100644 --- a/entitydata/PointClass/info_intermission.json +++ b/entitydata/PointClass/info_intermission.json @@ -1,9 +1,12 @@ { "info_intermission": { - "BaseClass": "Mandatory, Target, Angles, appearflags", - "title": "Intermission Spot", - "entsize": "-4 -4 -4, 4 4 4", - "entcolor": "0 255 0" + "atributes": + { + "base": "Target, Angles", + "title": "Intermission Spot", + "size": "-4 -4 -4, 4 4 4", + "color": "0 255 0" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/info_landmark.json b/entitydata/PointClass/info_landmark.json index 7ddd603a0..322195910 100644 --- a/entitydata/PointClass/info_landmark.json +++ b/entitydata/PointClass/info_landmark.json @@ -1,7 +1,9 @@ { "info_landmark": { - "BaseClass": "Mandatory, appearflags", - "title": "Transition Landmark" + "atributes": + { + "title": "Transition Landmark" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/info_node.json b/entitydata/PointClass/info_node.json index fc9665bb7..4a389ad63 100644 --- a/entitydata/PointClass/info_node.json +++ b/entitydata/PointClass/info_node.json @@ -1,8 +1,11 @@ { "info_node": { - "entsize": "-24 -24 -4, 24 24 4", - "entcolor": "255 255 0", - "title": "ai node" + "atributes": + { + "size": "-24 -24 -4, 24 24 4", + "color": "255 255 0", + "title": "ai node" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/info_node_air.json b/entitydata/PointClass/info_node_air.json index 86b0eb334..fd622c4c9 100644 --- a/entitydata/PointClass/info_node_air.json +++ b/entitydata/PointClass/info_node_air.json @@ -1,8 +1,11 @@ { "info_node_air": { - "entsize": "-32 -32 0, 32 32 64", - "entcolor": "255 255 0", - "title": "ai air node" + "atributes": + { + "size": "-32 -32 0, 32 32 64", + "color": "255 255 0", + "title": "ai air node" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/info_null.json b/entitydata/PointClass/info_null.json index 6524d0b1c..b65ea453c 100644 --- a/entitydata/PointClass/info_null.json +++ b/entitydata/PointClass/info_null.json @@ -1,7 +1,9 @@ { "info_null": { - "BaseClass": "Mandatory", - "title": "info_null (spotlight target)" + "atributes": + { + "title": "info_null (spotlight target)" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/infodecal.json b/entitydata/PointClass/infodecal.json index 3ea311f6c..9a0513f61 100644 --- a/entitydata/PointClass/infodecal.json +++ b/entitydata/PointClass/infodecal.json @@ -1,11 +1,9 @@ { "infodecal": { - "BaseClass": "Mandatory, CDecal, Appearflags) decal(", - "title": "Decal", - "texture": + "atributes": { - "type": "decal" + "title": "Decal" } } } \ No newline at end of file diff --git a/entitydata/PointClass/pitworm_gibshooter.json b/entitydata/PointClass/pitworm_gibshooter.json index 247b1f234..1f06bbaf2 100644 --- a/entitydata/PointClass/pitworm_gibshooter.json +++ b/entitydata/PointClass/pitworm_gibshooter.json @@ -1,7 +1,10 @@ { "pitworm_gibshooter": { - "BaseClass": "Mandatory, Angles, CGibShooter, appearflags", - "title": "Pitworm Gib Shooter" + "atributes": + { + "base": "CGibShooter, Angles", + "title": "Pitworm Gib Shooter" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/scripted_sequence.json b/entitydata/PointClass/scripted_sequence.json index b3d89fcc2..0ff041b2a 100644 --- a/entitydata/PointClass/scripted_sequence.json +++ b/entitydata/PointClass/scripted_sequence.json @@ -1,7 +1,30 @@ { "scripted_sequence": { - "BaseClass": "Mandatory, Angles, CScriptedSequence, CCineMonster, Target, FireTargets, CBaseDelay, appearflags", - "title": "Scripted Sequence" + "atributes": + { + "base": "Angles, CCineMonster, Target, FireTargets, CBaseDelay", + "title": "Scripted Sequence" + }, + "m_iszIdle": + { + "type": "string", + "title": "Idle Animation" + }, + "spawnflags": + { + "32": { + "title": "No Interruptions" + }, + "64": { + "title": "Override AI" + }, + "128": { + "title": "No Script Movement" + }, + "256": { + "title": "No Reset Entity" + } + } } } diff --git a/entitydata/PointClass/trigger_auto.json b/entitydata/PointClass/trigger_auto.json index c0c2be1c2..e65cdd59f 100644 --- a/entitydata/PointClass/trigger_auto.json +++ b/entitydata/PointClass/trigger_auto.json @@ -1,8 +1,16 @@ { "trigger_auto": { - "entcolor": "250 10 165", - "BaseClass": "Mandatory, CTriggerAuto, CTriggerState, SF1Remove, Target, FireTargets, CBaseDelay, appearflags", - "title": "AutoTrigger" + "atributes": + { + "color": "250 10 165", + "base": "CTriggerState, SF1Remove, Target, FireTargets, CBaseDelay", + "title": "AutoTrigger" + }, + "globalstate": + { + "type": "target_destination", + "title": "Global State to Read" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/trigger_changetarget.json b/entitydata/PointClass/trigger_changetarget.json index 84e9a7a0e..6b7684141 100644 --- a/entitydata/PointClass/trigger_changetarget.json +++ b/entitydata/PointClass/trigger_changetarget.json @@ -1,8 +1,16 @@ { "trigger_changetarget": { - "entcolor": "60 155 30", - "BaseClass": "Mandatory, CTriggerChangeTarget, Target, CBaseDelay, appearflags", - "title": "Trigger Change Target" + "atributes": + { + "color": "60 155 30", + "base": "Target, CBaseDelay", + "title": "Trigger Change Target" + }, + "m_iszNewTarget": + { + "type": "target_generic", + "title": "New Target" + } } } \ No newline at end of file diff --git a/entitydata/PointClass/trigger_relay.json b/entitydata/PointClass/trigger_relay.json index a91e935d1..9ba3015bd 100644 --- a/entitydata/PointClass/trigger_relay.json +++ b/entitydata/PointClass/trigger_relay.json @@ -1,8 +1,8 @@ { "trigger_relay": { - "entcolor": "165 30 165", - "BaseClass": "Mandatory, CTriggerRelay, CTriggerState, SF1Remove, Master, Target, FireTargets, CBaseDelay, appearflags", - "title": "Trigger Relay" + "color": "165 30 165", + "base": "CTriggerState, SF1Remove, Master, Target, FireTargets, CBaseDelay", + "title": "Trigger Change Target" } } \ No newline at end of file diff --git a/entitydata/SolidClass/button_target.json b/entitydata/SolidClass/button_target.json index e1c5b07c3..032048b88 100644 --- a/entitydata/SolidClass/button_target.json +++ b/entitydata/SolidClass/button_target.json @@ -1,8 +1,28 @@ { "button_target": { - "BaseClass": "Mandatory, Angles, CButtonTarget, Target, FireTargets, Master, rendersettings, ZHLT, appearflags", - "title": "Target Button", - "description": "" + "atributes": + { + "base": "Angles, Target, FireTargets, Master, rendersettings, ZHLT", + "title": "Target Button", + "description": "" + }, + "spawnflags": + { + "1": + + { + "title": "Use Activates", + "default": "1", + "description": "" + }, + "2": + + { + "title": "Start On", + "default": "0", + "description": "" + } + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/env_bubbles.json b/entitydata/SolidClass/env_bubbles.json index 8945cf2bb..fabed593e 100644 --- a/entitydata/SolidClass/env_bubbles.json +++ b/entitydata/SolidClass/env_bubbles.json @@ -1,8 +1,32 @@ { "env_bubbles": { - "BaseClass": "Mandatory, CEnvBubbles, appearflags", - "title": "Bubble Volume", - "description": "" + "atributes": + { + "title": "Bubble Volume", + "base": "SF1StartOff", + "description": "" + }, + "density": + { + "type": "integer", + "title": "Bubble density", + "default": "2", + "description": "" + }, + "frequency": + { + "type": "integer", + "title": "Bubble frequency", + "default": "2", + "description": "" + }, + "current": + { + "type": "integer", + "title": "Speed of Current", + "default": "2", + "description": "" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_breakable.json b/entitydata/SolidClass/func_breakable.json index cd93fa937..9672d483b 100644 --- a/entitydata/SolidClass/func_breakable.json +++ b/entitydata/SolidClass/func_breakable.json @@ -1,7 +1,29 @@ { "func_breakable": { - "BaseClass": "Mandatory, Angles, Global, CFuncBreakable, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags", - "title": "Breakable Object" + "atributes": + { + "base": "Angles, Global, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT", + "title": "Breakable Object" + }, + "spawnflags": + { + "1": + { + "title": "Only Trigger" + }, + "2": + { + "title": "Touch" + }, + "5": + { + "title": "Pressure" + }, + "256": + { + "title": "Instant Crowbar" + } + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_button.json b/entitydata/SolidClass/func_button.json index 8ab99d762..423e147a9 100644 --- a/entitydata/SolidClass/func_button.json +++ b/entitydata/SolidClass/func_button.json @@ -1,7 +1,56 @@ { "func_button": { - "BaseClass": "Mandatory, Angles, Global, CFuncButton, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", - "title": "Button" + "atributes": + { + "BaseClass": "Mandatory, Angles, Global, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", + "title": "Button" + }, + "speed": + { + "type": "integer", + "title": "Speed", + "default": "5" + }, + "health": + { + "type": "integer", + "title": "Health (shootable if > 0)" + }, + "lip": + { + "type": "integer", + "title": "Lip" + }, + "sounds": + { + "type": "sound", + "title": "Sounds" + }, + "wait": + { + "type": "float", + "title": "Delay before reset (-1 = Stays pressed)", + "default": "-1" + }, + "spawnflags": + { + "1": + { + "title": "Don't move" + }, + "32": + { + "title": "Toggle" + }, + "64": + { + "title": "Sparks" + }, + "256": + { + "title": "Touch Activates" + } + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_conveyor.json b/entitydata/SolidClass/func_conveyor.json index 5b85ac651..fd7816294 100644 --- a/entitydata/SolidClass/func_conveyor.json +++ b/entitydata/SolidClass/func_conveyor.json @@ -1,7 +1,27 @@ { "func_conveyor": { - "BaseClass": "Mandatory, Angles, Global, CFuncConveyor, rendersettings, _minlight, ZHLT, appearflags", - "title": "Conveyor Belt" + "atributes": + { + "base": "Angles, Global, rendersettings, _minlight, ZHLT", + "title": "Conveyor Belt" + }, + "spawnflags": + { + "1": + { + "title": "No Push" + }, + "2": + { + "title": "Not Solid" + } + }, + "speed": + { + "type": "float", + "title": "Conveyor Speed", + "default": "100" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_door.json b/entitydata/SolidClass/func_door.json index a404dbc7c..49b52db37 100644 --- a/entitydata/SolidClass/func_door.json +++ b/entitydata/SolidClass/func_door.json @@ -1,7 +1,10 @@ { "func_door": { - "BaseClass": "Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", - "title": "Basic Door" + "atributes": + { + "base": "Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT", + "title": "Basic Door" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_door_rotating.json b/entitydata/SolidClass/func_door_rotating.json index 294fb55b1..6095d4f01 100644 --- a/entitydata/SolidClass/func_door_rotating.json +++ b/entitydata/SolidClass/func_door_rotating.json @@ -1,7 +1,33 @@ { "func_door_rotating": { - "BaseClass": "Mandatory, Angles, Global, CDoorRotating, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", - "title": "Rotating Door" + "atributes": + { + "base": "Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT", + "title": "Rotating Door" + }, + "distance": + { + "type": "cap", + "title": "Distance (deg)", + "default": "90", + "min": "-360", + "max": "360" + }, + "spawnflags": + { + "2":{ + "title": "Reverse Dir" + }, + "16":{ + "title": "One-way" + }, + "64":{ + "title": "X Axis" + }, + "128":{ + "title": "Y Axis" + } + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_guntarget.json b/entitydata/SolidClass/func_guntarget.json index 1a9d2c2c9..b9639452b 100644 --- a/entitydata/SolidClass/func_guntarget.json +++ b/entitydata/SolidClass/func_guntarget.json @@ -1,7 +1,20 @@ { "func_guntarget": { - "BaseClass": "Mandatory, Angles, Global, CFuncGunTarget, rendersettings, _minlight, ZHLT, appearflags", - "title": "" + "atributes": + { + "base": "speed, TargetTrain, SF1StartOn, Angles, Global, CFuncGunTarget, rendersettings, _minlight, ZHLT", + "title": "Gun target" + }, + "message": + { + "title": "Fire on damage", + "type": "target_destination" + }, + "health": + { + "title": "Damage to Take", + "type": "integer" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_healthcharger.json b/entitydata/SolidClass/func_healthcharger.json index 51817a690..e42478c35 100644 --- a/entitydata/SolidClass/func_healthcharger.json +++ b/entitydata/SolidClass/func_healthcharger.json @@ -1,7 +1,10 @@ { "func_healthcharger": { - "BaseClass": "Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags", - "title": "Wall health recharger" + "atributes": + { + "base": "Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT", + "title": "Wall health recharger" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_ladder.json b/entitydata/SolidClass/func_ladder.json index 5a4f3a1a6..894e8751c 100644 --- a/entitydata/SolidClass/func_ladder.json +++ b/entitydata/SolidClass/func_ladder.json @@ -1,7 +1,10 @@ { "func_ladder": { - "BaseClass": "Mandatory", - "title": "Ladder" + "atributes": + { + "base": "", + "title": "Ladder" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_monsterclip.json b/entitydata/SolidClass/func_monsterclip.json index 3511d2200..5601f5e39 100644 --- a/entitydata/SolidClass/func_monsterclip.json +++ b/entitydata/SolidClass/func_monsterclip.json @@ -1,7 +1,10 @@ { "func_monsterclip": { - "BaseClass": "Mandatory", - "title": "Monster clip brush" + "atributes": + { + "base": "", + "title": "Monster clip brush" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_pushable.json b/entitydata/SolidClass/func_pushable.json index 8e4e6e511..d688c06fc 100644 --- a/entitydata/SolidClass/func_pushable.json +++ b/entitydata/SolidClass/func_pushable.json @@ -1,7 +1,50 @@ { "func_pushable": { - "BaseClass": "Mandatory, Angles, Global, CFuncPushable, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags", - "title": "Pushable object" + "atributes": + { + "base": "Angles, Global, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT", + "title": "Pushable object" + }, + "size": + { + "type": "choices", + "title": "Hull Size", + "default": "0", + "choices": + { + "0": { + "title": "Point size" + }, + "1": { + "title": "Player size" + }, + "2": { + "title": "Big Size" + }, + "3": { + "title": "Player duck" + } + } + }, + "spawnflags":{ + "128":{ + "title": "Breakable" + } + }, + "friction": + { + "type": "cap", + "title": "Friction (0-400)", + "default": "50", + "min": "0", + "max": "400" + }, + "buoyancy": + { + "type": "integer", + "title": "Buoyancy)", + "default": "20" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_recharge.json b/entitydata/SolidClass/func_recharge.json index 840eac4b6..4feca52c2 100644 --- a/entitydata/SolidClass/func_recharge.json +++ b/entitydata/SolidClass/func_recharge.json @@ -1,7 +1,10 @@ { "func_recharge": { - "BaseClass": "Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags", - "title": "Battery recharger" + "atributes": + { + "base": "Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT", + "title": "Wall Battery recharger" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_tankcontrols.json b/entitydata/SolidClass/func_tankcontrols.json index 1146fc23d..8eda8c6d1 100644 --- a/entitydata/SolidClass/func_tankcontrols.json +++ b/entitydata/SolidClass/func_tankcontrols.json @@ -1,7 +1,10 @@ { "func_tankcontrols": { - "BaseClass": "Mandatory, Target, appearflags", - "title": "Tank controls" + "atributes": + { + "base": "Target", + "title": "Tank controls" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_traincontrols.json b/entitydata/SolidClass/func_traincontrols.json index a9f66b831..46f8d1005 100644 --- a/entitydata/SolidClass/func_traincontrols.json +++ b/entitydata/SolidClass/func_traincontrols.json @@ -1,7 +1,10 @@ { "func_traincontrols": { - "BaseClass": "Mandatory, Target, appearflags", - "title": "Train Controls" + "atributes": + { + "base": "Target", + "title": "Train Controls" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_wall.json b/entitydata/SolidClass/func_wall.json index dcb68284c..387c6c06f 100644 --- a/entitydata/SolidClass/func_wall.json +++ b/entitydata/SolidClass/func_wall.json @@ -1,7 +1,10 @@ { "func_wall": { - "BaseClass": "Mandatory, Global, rendersettings, _minlight, ZHLT, appearflags", - "title": "Wall" + "atributes": + { + "base": "Global, rendersettings, _minlight, ZHLT", + "title": "Wall" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/func_wall_toggle.json b/entitydata/SolidClass/func_wall_toggle.json index 54bf34942..e0780b2b4 100644 --- a/entitydata/SolidClass/func_wall_toggle.json +++ b/entitydata/SolidClass/func_wall_toggle.json @@ -1,8 +1,11 @@ { "func_wall_toggle": { - "BaseClass": "Mandatory, Global, rendersettings, _minlight, ZHLT, appearflags", - "title": "Toggleable geometry", + "atributes": + { + "base": "Global, rendersettings, _minlight, ZHLT", + "title": "Toggleable geometry" + }, "spawnflags": { "1": diff --git a/entitydata/SolidClass/func_water.json b/entitydata/SolidClass/func_water.json index 4e905fb35..c074fdeee 100644 --- a/entitydata/SolidClass/func_water.json +++ b/entitydata/SolidClass/func_water.json @@ -1,7 +1,37 @@ { "func_water": { - "BaseClass": "Mandatory, Angles, Global, CFuncWater, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", - "title": "Liquid" + "atributes": + { + "base": "Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT", + "title": "Liquid" + }, + "skin": + { + "type": "choices", + "title": "Contents", + "default": "-3", + "choices": + { + "-3": + { + "title": "Water" + }, + "-4": + { + "title": "Slime" + }, + "-5": + { + "title": "Lava" + } + } + }, + "WaveHeight": + { + "type": "float", + "title": "Wave Height", + "default": "3.2" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/momentary_door.json b/entitydata/SolidClass/momentary_door.json index 240c67797..62db45eea 100644 --- a/entitydata/SolidClass/momentary_door.json +++ b/entitydata/SolidClass/momentary_door.json @@ -1,7 +1,10 @@ { "momentary_door": { - "BaseClass": "Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags", - "title": "Momentary/Continuous door" + "atributes": + { + "base": "Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT", + "title": "Momentary/Continuous door" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_autosave.json b/entitydata/SolidClass/trigger_autosave.json index e99a33dc2..0510e8148 100644 --- a/entitydata/SolidClass/trigger_autosave.json +++ b/entitydata/SolidClass/trigger_autosave.json @@ -1,7 +1,10 @@ { "trigger_autosave": { - "BaseClass": "Mandatory, Master", - "title": "AutoSave Trigger" + "atributes": + { + "base": "Master", + "title": "AutoSave Trigger" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_gravity.json b/entitydata/SolidClass/trigger_gravity.json index 835907048..22c7ca709 100644 --- a/entitydata/SolidClass/trigger_gravity.json +++ b/entitydata/SolidClass/trigger_gravity.json @@ -1,7 +1,16 @@ { "trigger_gravity": { - "BaseClass": "Mandatory, CTriggerGravity, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags", - "title": "Trigger Gravity" + "atributes": + { + "base": "CTrigger, Target, FireTargets, CBaseDelay, Master", + "title": "Gravity Trigger" + }, + "gravity": + { + "type": "float", + "title": "Gravity (0-1)", + "default": "1.0" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_hurt.json b/entitydata/SolidClass/trigger_hurt.json index 42b881c96..4f454559e 100644 --- a/entitydata/SolidClass/trigger_hurt.json +++ b/entitydata/SolidClass/trigger_hurt.json @@ -1,7 +1,111 @@ { "trigger_hurt": { - "BaseClass": "Mandatory, CTriggerHurt, Target, Master, appearflags", - "title": "Trigger player hurt" + "atributes": + { + "base": "Target, Master", + "title": "Trigger player hurt" + }, + "spawnflags": + { + "1": + { + "title": "Target Once" + }, + "2": + { + "title": "Start Off" + }, + "8": + { + "title": "No clients" + }, + "16": + { + "title": "Fire Clients Only" + }, + "32": + { + "title": "TouchClientOnly" + } + }, + "dmg": + { + "type": "integer", + "title": "Damage", + "default": "10" + }, + "damagetype": + { + "type": "choices", + "title": "Damage", + "default": "0", + "choices": + { + "0":{ + "title": "GENERIC" + }, + "1":{ + "title": "CRUSH" + }, + "2":{ + "title": "BULLET" + }, + "4":{ + "title": "SLASH" + }, + "8":{ + "title": "BURN" + }, + "16":{ + "title": "FREEZE" + }, + "32":{ + "title": "FALL" + }, + "64":{ + "title": "BLAST" + }, + "128":{ + "title": "CLUB" + }, + "256":{ + "title": "SHOCK" + }, + "512":{ + "title": "SONIC" + }, + "1024":{ + "title": "ENERGYBEAM" + }, + "16384":{ + "title": "DROWN" + }, + "32768":{ + "title": "PARALYSE" + }, + "65536":{ + "title": "NERVEGAS" + }, + "131072":{ + "title": "POISON" + }, + "262144":{ + "title": "RADIATION" + }, + "524288":{ + "title": "DROWNRECOVER" + }, + "1048576":{ + "title": "CHEMICAL" + }, + "2097152":{ + "title": "SLOWBURN" + }, + "4194304":{ + "title": "SLOWFREEZE" + } + } + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_monsterjump.json b/entitydata/SolidClass/trigger_monsterjump.json index f84fdddf2..194a3c44b 100644 --- a/entitydata/SolidClass/trigger_monsterjump.json +++ b/entitydata/SolidClass/trigger_monsterjump.json @@ -1,7 +1,16 @@ { "trigger_monsterjump": { - "BaseClass": "Mandatory, Angle, CMonsterJump, Target, CBaseDelay, Master, appearflags", - "title": "Trigger monster jump" + "atributes": + { + "base": "speed, Angle, Target, CBaseDelay, Master", + "title": "Trigger monster jump" + }, + "height": + { + "type": "integer", + "title": "Jump Height", + "default": "128" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_once.json b/entitydata/SolidClass/trigger_once.json index 173d3f356..88c5dded7 100644 --- a/entitydata/SolidClass/trigger_once.json +++ b/entitydata/SolidClass/trigger_once.json @@ -1,7 +1,10 @@ { "trigger_once": { - "BaseClass": "Mandatory, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags", - "title": "Activate once" + "atributes": + { + "base": "CTrigger, Target, FireTargets, CBaseDelay, Master", + "title": "Activate once" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/trigger_transition.json b/entitydata/SolidClass/trigger_transition.json index 667408273..5a5a1e8b9 100644 --- a/entitydata/SolidClass/trigger_transition.json +++ b/entitydata/SolidClass/trigger_transition.json @@ -1,7 +1,9 @@ { "trigger_transition": { - "BaseClass": "Mandatory, appearflags", - "title": "Select Transition Area" + "atributes": + { + "title": "Select Transition Area" + } } } \ No newline at end of file diff --git a/entitydata/SolidClass/worldspawn.json b/entitydata/SolidClass/worldspawn.json index ecb43cd67..b6bb99012 100644 --- a/entitydata/SolidClass/worldspawn.json +++ b/entitydata/SolidClass/worldspawn.json @@ -1,7 +1,10 @@ { "worldspawn": { - "title": "World entity", + "atributes": + { + "title": "World entity" + }, "message": { "type": "string", diff --git a/game/dev/limitlesspotential.fgd b/game/dev/limitlesspotential.fgd index e7ed920cf..5c5747ed4 100644 --- a/game/dev/limitlesspotential.fgd +++ b/game/dev/limitlesspotential.fgd @@ -65,165 +65,7 @@ ] ] -@BaseClass base(VolumeHealth10) color(220 220 220) iconsprite(dev/hammer/ambient_generic.spr) = CAmbientGeneric -[ - message(sound) : "Path/filename.wav of WAV" : "" : "This defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1)" - volstart(integer) : "Start Volume" : "0" : " Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.)" - fadein(integer) : "Fade in time (0-100)" : "0" : "Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long)." - fadeout(integer) : "Fade out time (0-100)" : "0" : "Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long)." - pitch(integer) : "Pitch (> 100 = higher)" : "100" : "Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch." - pitchstart(integer) : "Start Pitch" : "100" : "Sets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.)" - spinup(integer) : "Spin up time (0-100)" : "0" : "Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long)." - spindown(integer) : "Spin down time (0-100)" : "0" : "Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long)." - lfotype(choices) : "LFO type" : "0" : "Allows the sound to have certain oscillating effects applied to its pitch." = - [ - "0" : "off" : "Disables the LFO effects." - "1" : "sqr" : "Switches between a low and high pitch." - "2" : "tri" : "Oscillates between a low and high pitch." - "3" : "rnd" : "Randomly switches pitches." - ] - lforate(integer) : "LFO rate (0-1000)" : "0" : "Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly)." - lfomodpitch(integer) : "LFO mod pitch (0-100)" : "0" : "Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes)." - lfomodvol(integer) : "LFO mod vol (0-100)" : "0" : "Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent)." - cspinup(integer) : "Incremental spinup count" : "0" : "Sets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times." - spawnflags(flags) = - [ - 1 : "Play Everywhere" : 0 : "If enabled, the sound will be heard throughout the entire map." - 2 : "Small Radius" : 0 : "If enabled, the sound will be at maximum volume within a roughly 256 unit radius, fading out completely at around 512 units away." - 4 : "Medium Radius" : 1 : "If enabled, the sound will be at maximum volume within a roughly 512 unit radius, fading out completely at around 768 units away." - 8 : "Large Radius" : 0 : "If enabled, the sound will be at maximum volume within a roughly 768 unit radius, fading out completely at around 1280 units away." - 16 : "Start Silent" : 0 : "If enabled, the sound will not play at the start of the map, and will need to be triggered to play. Otherwise, the sound will play at the start of the map whether it is a looping sound or not." - 32 : "Is NOT Looped" : 0 : "Tells the entity whether or not it is dealing with a looping sound. If enabled, the sound will play whenever the entity is triggered (intended for non-looping sounds). (Looping sounds will still play, but will not turn off when triggered.) If not enabled, the sound will toggle on or off when triggered (intended for looping sounds). (Non-looping sounds will still play, but every second trigger will turn the sound off regardless of whether the sound is actually playing anything.) See notes for more information about looping sounds." - ] - preset(choices) : "Dynamic Presets" : "0" : "Sets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name." = - [ - "0" : "None" : "Does not use a preset, and will not override any other entity attributes." - "1" : "Huge Machine" : "Very long spin up, starting slow and getting fast. Very long spin down." - "2" : "Big Machine" : "Medium spin up, starting normal and getting fast. Long spin down." - "3" : "Machine" : "Quick spin up, starting normal and getting fast. Quick spin down." - "4" : "Slow Fade in" : "Slow fade in/out." - "5" : "Fade in" : "Medium fade in/out." - "6" : "Quick Fade in" : "Quick fade in/out." - "7" : "Slow Pulse" : "Slow pulsing speed. Quick fade out." - "8" : "Pulse" : "Pulsing speed. Quick fade out." - "9" : "Quick pulse" : "Quick pulsing speed. Quick fade out." - "10" : "Slow Oscillator" : "Slow oscillation between normal and slow speed. Quick fade out." - "11" : "Oscillator" : "Medium oscillation between normal and slow speed. Quick fade out." - "12" : "Quick Oscillator" : "Fast oscillation between normal and slow speed. Quick fade out." - "13" : "Grunge pitch" : "Extremely slow. Quick fade out." - "14" : "Very low pitch" : "Very slow. Quick fade out." - "15" : "Low pitch" : "Slow. Quick fade out." - "16" : "High pitch" : "Fast. Quick fade out." - "17" : "Very high pitch" : "Very fast. Quick fade out." - "18" : "Screaming pitch" : "Extremely fast. Quick fade out." - "19" : "Oscillate spinup/down" : "Medium oscillation, with long spin up from slow to fast. Long spin down." - "20" : "Pulse spinup/down" : "Slow pulse, with long spin up from slow to fast. Long spin down." - "21" : "Random pitch" : "Occasionally switches speed, tending towards slower speeds. Quick fade out." - "22" : "Random pitch fast" : "Rapidly switches speed, tending towards faster speeds. Quick fade out." - "23" : "Incremental Spinup" : "Quick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off." - "24" : "Alien" : "Unusual pulsing and switching speed. Quick fade out." - "25" : "Bizzare" : "Fast oscillation between fast and slow/silent. Quick fade out." - "26" : "Planet X" : "Medium switching between slower speeds, similar to 'Random pitch'. Quick fade out." - "27" : "Haunted" : "Slow switch between normal and slow speed. Quick fade out." - ] -] - -@BaseClass color(200 150 255) iconsprite(dev/hammer/ambient_generic.spr) = CAmbientMusic -[ - filename(string) : "Filename of music file" : "" : "Relative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands" - command(choices) : "Command" : "0" : "The command to issue" = - [ - "0" : "Play" : "" - "1" : "Play looping" : "" - "2" : "Fadeout" : "" - "3" : "Stop" : "" - ] - target_selector(choices) : "Target selector" : "0" : "How to select players to affect." = - [ - "0" : "All Players" : "" - "1" : "Activator" : "" - "2" : "Radius" : "" - ] - radius(integer) : "Player radius (for Radius target selector)" : "" : "If target_selector is Radius, this is how close the player has to be to be affected by this entity" - remove_on_fire(choices) : "Remove on fire" : "0" : "Whether to remove the entity after it has been triggered or after it has affected at least one player (Radius only)" = - [ - "0" : "No" : "" - "1" : "Yes" : "" - ] -] - -@BaseClass = CAmmo9mm -[ - model(studio) : "Model" : "models/w_9mmclip.mdl" : "" -] - -@BaseClass = CAmmo9mmar -[ - model(studio) : "Model" : "models/w_9mmarclip.mdl" : "" -] - -@BaseClass = CAmmo9mmbox -[ - model(studio) : "Model" : "models/w_chainammo.mdl" : "" -] - -@BaseClass = CAmmo357 -[ - model(studio) : "Model" : "models/w_357ammobox.mdl" : "" -] - -@BaseClass = CAmmo556 -[ - model(studio) : "Model" : "models/W_saw_clip.mdl" : "" -] - -@BaseClass = CAmmo762 -[ - model(studio) : "Model" : "models/w_m40a1clip.mdl" : "" -] - -@BaseClass = CAmmoargrenades -[ - model(studio) : "Model" : "models/w_argrenade.mdl" : "" -] - -@BaseClass = CAmmogauss -[ - model(studio) : "Model" : "models/w_gaussammo.mdl" : "" -] - -@BaseClass = CAmmoGeneric -[ - model(studio) : "Model" : "" : "" - ammo_name(string) : "Ammo Name (Required)" : "ammo_9mmclip" : "Name of the ammo type to give." -] - -@BaseClass = CAmmorpg -[ - model(studio) : "Model" : "models/w_rpgammo.mdl" : "" - sequence(choices) : "Placement" : "0" : "" = - [ - "0" : "Normal (flat)" : "" - "1" : "Capped" : "" - ] -] - -@BaseClass = CAmmoshowbox -[ - model(studio) : "Model" : "models/w_shotbox.mdl" : "" -] - -@BaseClass = CAmmospore -[ - model(studio) : "Model" : "models/spore_ammo.mdl" : "" -] - -@BaseClass = CAmmoxbow -[ - model(studio) : "Model" : "models/w_crossbow_clip.mdl" : "" -] - -@BaseClass color(4 128 240) = CBaseAmmo +@BaseClass color(4 128 240) base(Mandatory, appearflags) = CBaseAmmo [ ammo_amount(integer) : "Ammo Amount To Give (-1 == Maximum)" : "" : "If set, the player will receive this much ammo instead of the default amount. If set to **-1** the player will receive the maximum amount of ammo for this type. Can be **0** to make a fake ammo entity." ] @@ -234,7 +76,7 @@ delay(float) : "Delay before trigger" : "0" : "" ] -@BaseClass color(0 0 200) size(-16 -16 0, 16 16 32) studio(True) = CBaseItem +@BaseClass color(0 0 200) size(-16 -16 0, 16 16 32) studio() base(Mandatory, appearflags) = CBaseItem [ respawn_delay(float) : "Respawn delay (-1 == Never)" : "-1" : "Custom respawn delay. If set, overrides the delay configured by the skill configuration. A delay of **-1** disables respawn. This allows items to respawn in singleplayer." stay_visible_during_respawn(choices) : "Stay Visible During Respawn" : "0" : "" = @@ -261,20 +103,7 @@ trigger_on_despawn(target_destination) : "Trigger On Despawn" : "" : "Target to trigger when the item despawns. This happens when the player picks up the item." ] -@BaseClass = CButtonTarget -[ - spawnflags(flags) = - [ - 1 : "Use Activates" : 1 : "" - 2 : "Start On" : 0 : "" - ] -] - -@BaseClass color(164 0 255) size(-16 -16 0, 16 16 72) flags(Angle) = CCineAI -[ -] - -@BaseClass color(164 128 255) size(-16 -16 0, 16 16 72) flags(Angle) = CCineMonster +@BaseClass = CCineMonster [ spawnflags(flags) = [ @@ -300,23 +129,6 @@ ] ] -@BaseClass = CScriptedSequence -[ - m_iszIdle(string) : "Idle Animation" : "" : "" - spawnflags(flags) = - [ - 32 : "No Interruptions" : 0 : "" - 64 : "Override AI" : 0 : "" - 128 : "No Script Movement" : 0 : "" - 256 : "No Reset Entity" : 0 : "" - ] -] - -@BaseClass = CTriggerChangeTarget -[ - m_iszNewTarget(target_generic) : "New Target" : "" : "" -] - @BaseClass = CCustomModels [ model_replacement_filename(string) : "Model replacement file" : "" : "Path to the model replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" @@ -332,18 +144,6 @@ sound_replacement_filename(string) : "Sound replacement file" : "" : "Path to the Sound replacement file. Must be a relative path starting in the mod directory. All search paths are checked, See Replacement Map System" ] -@BaseClass size(-16 -16 0, 16 16 72) studio(True) = CCycler -[ - model(studio) : "Model" : "" : "" - bodygroup(integer) : "Body Group" : "0" : "" -] - -@BaseClass size(-16 -16 0, 16 16 72) sprite(True) = CCyclerSprite -[ - model(sprite) : "Model OR Sprite" : "" : "" - framerate(integer) : "Frames per second" : "10" : "" -] - @BaseClass = CDoor [ speed(integer) : "Speed" : "100" : "" @@ -366,524 +166,60 @@ ] ] -@BaseClass = CGamePlayerEquip +@BaseClass = CRopes [ - spawnflags(flags) = + segments(integer) : "Segments" : "" : "" + disable(choices) : "Disable Use" : "0" : "" = [ - 1 : "Use Only" : 0 : "" + "0" : "Not Disabled" : "" + "1" : "Disabled" : "" ] + endingmodel(studio) : "Ending Model" : "models/rope16.mdl" : "" + bodymodel(studio) : "Body Model" : "models/rope16.mdl" : "" ] -@BaseClass base(SF1Remove) = CGamePlayerHurt +@BaseClass = CFuncFriction [ - dmg(float) : "Damage To Apply" : "999" : "" + modifier(integer) : "Percentage of standard (0 - 100)" : "15" : "" ] -@BaseClass = CDoorRotating +@BaseClass = CTrigger [ - distance(integer) : "Distance (deg)" : "90" : "" + netname(target_destination) : "Target Path" : "" : "" + message(string) : "Message" : "" : "" spawnflags(flags) = [ - 2 : "Reverse Dir" : 0 : "" - 16 : "One-way" : 0 : "" - 64 : "X Axis" : 0 : "" - 128 : "Y Axis" : 0 : "" + 1 : "Monsters" : 0 : "" + 2 : "No Clients" : 0 : "" + 4 : "Pushables" : 0 : "" ] ] -@BaseClass color(255 250 230) size(-12 -12 -12, 12 12 12) = CEnvBeam +@BaseClass = CTriggerState [ - texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "This defines which sprite file the entity will use to form the beam. This accepts an input of the form 'path/filename.spr' (starting from the root folder). (Example: 'sprites/laserbeam.spr')." - LightningStart(target_generic) : "Start Entity" : "" : "The name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.)" - LightningEnd(target_generic) : "Ending Entity" : "" : "The name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point." - Radius(integer) : "Radius" : "" : "If the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points." - life(float) : "Life (seconds 0 = infinite)" : "1.0" : "Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically." - BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : "20" : "Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value." - NoiseAmplitude(integer) : "Amount of noise (0-255)" : "0" : "Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam)." - TextureScroll(integer) : "Texture Scroll Rate (0-100)" : "35" : "Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast)." - framerate(integer) : "Frames per 10 seconds" : "0" : "Seemingly unused." - framestart(integer) : "Starting Frame" : "0" : " Sets which frame of animation that the sprite should use." - StrikeTime(integer) : "Strike again time (secs)" : "0" : "Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation." - damage(float) : "Damage / second" : "0" : "Sets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute." - spawnflags(flags) = + triggerstate(choices) : "Trigger State" : "0" : "" = [ - 1 : "Start On" : 0 : "If enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on." - 2 : "Toggle" : 0 : "If enabled, the beam can be retriggered to stop the beam from reactivating automatically. Otherwise, the beam seems to loop indefinitely regardless of further triggerings." - 4 : "Random Strike" : 0 : "If enabled, the beam will vary its activation and deactivation times. These times will be scaled somewhat around the times you provide in Life and Strike Again Time." - 8 : "Ring" : 0 : "If enabled, the beam will form a ring between its two points rather than a straight line. The ring will tend towards being horizontal, and may malform if the two points are in a perfectly vertical line." - 16 : "StartSparks" : 0 : "If enabled, the start of the beam will spark when it is activated." - 32 : "EndSparks" : 0 : "If enabled, the end of the beam will spark when it is activated." - 64 : "Decal End" : 0 : "Seemingly unused." - 128 : "Shade Start" : 0 : "If enabled, the beam will fade towards the start." - 256 : "Shade End" : 0 : "If enabled, the beam will fade towards the end. Will not function if 'Shade Start' is enabled." + "0" : "Off" : "" + "1" : "On" : "" + "2" : "Toggle" : "" ] ] -@BaseClass color(128 64 2) size(-4 -4 -4, 4 4 4) = CEnvBeverage +@BaseClass = CFuncChargers [ - health(integer) : "Capacity" : "10" : "" - skin(choices) : "Beverage Type" : "0" : "Sets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index." = + fire_on_recharge(target_destination) : "Target To Fire On Recharge" : "" : "" + fire_on_empty(target_destination) : "Target To Fire On Empty" : "" : "" + fire_on_spawn(choices) : "Fire Targets On Map Spawn" : "1" : "" = [ - "0" : "Coca-Cola" : "" - "1" : "Sprite" : "" - "2" : "Diet Coke" : "" - "3" : "Orange" : "" - "4" : "Surge" : "" - "5" : "Moxie" : "" - "6" : "Random" : "" + "0" : "No" : "" + "1" : "Yes" : "" ] + total_juice(integer) : "Total Juice In Charger (-1 == Unlimited)" : "" : "" + recharge_delay(integer) : "Recharge Delay" : "" : "" + charge_per_use(integer) : "Charge Per Use" : "" : "" ] -@BaseClass color(255 0 0) size(-16 -16 -16, 16 16 16) = CEnvBlood -[ - color(choices) : "Blood Color" : "0" : "" = - [ - "0" : "Red (Human)" : "" - "1" : "Yellow (Alien)" : "" - ] - amount(integer) : "Amount of blood (damage to simulate)" : "100" : "" - spawnflags(flags) = - [ - 1 : "Random Direction" : 0 : "" - 2 : "Blood Stream" : 0 : "" - 4 : "On Player" : 0 : "" - 8 : "Spray decals" : 0 : "" - ] -] - -@BaseClass size(-16 -16 -16, 16 16 16) = CEnvBlowerCannon -[ - delay(float) : "Delay" : "0" : "" - zoffset(integer) : "Z Offset" : "0" : "" - weaptype(choices) : "Z Offset" : "0" : "" = - [ - "1" : "Spore (Rocket)" : "" - "2" : "Spore (Grenade)" : "" - "3" : "Shock Beam" : "" - "4" : "Displacer Ball" : "" - ] - firetype(choices) : "Fire Type" : "1" : "" = - [ - "1" : "Toggle On/Off" : "" - "2" : "Fire When Triggered" : "" - ] -] - -@BaseClass base(SF1Remove) = CGameCounterSet -[ - frags(integer) : "New Value" : "10" : "" -] - -@BaseClass base(SF1StartOff) = CEnvBubbles -[ - density(integer) : "Bubble density" : "2" : "" - frequency(integer) : "Bubble frequency" : "2" : "" - current(integer) : "Speed of Current" : "2" : "" -] - -@BaseClass size(-16 -16 -16, 16 16 16) = CEnvElectrifiedWire -[ - segments(integer) : "Segments" : "16" : "" - sparkfrequency(integer) : "Spark Frequency" : "3" : "" - bodysparkfrequency(integer) : "Body Spark Frequency" : "3" : "" - lightningfrequency(integer) : "Lightning Frequency" : "3" : "" - xforce(integer) : "X Force" : "80000" : "" - yforce(integer) : "Y Force" : "80000" : "" - zforce(integer) : "Z Force" : "80000" : "" - disable(choices) : "Disable Use" : "" : "" = - [ - "0" : "Not Disabled" : "" - "1" : "Disabled" : "" - ] - endingmodel(studio) : "Ending Model" : "models/wire_copper16.mdl" : "" - bodymodel(studio) : "Body Mode" : "models/wire_black16.mdl" : "" -] - -@BaseClass base(SF2Repeatable) color(255 220 15) size(-12 -12 -12, 12 12 12) = CEnvExplosion -[ - iMagnitude(integer) : "Magnitude" : "100" : "" - spawnflags(flags) = - [ - 1 : "No Damage" : 0 : "" - 4 : "No Fireball" : 0 : "" - 8 : "No Smoke" : 0 : "" - 16 : "No Decal" : 0 : "" - 32 : "No Sparks" : 0 : "" - ] -] - -@BaseClass color(100 150 100) = CEnvFade -[ - duration(float) : "Duration (seconds)" : "2" : "" - holdtime(float) : "Hold Fade (seconds)" : "0" : "" - spawnflags(flags) = - [ - 1 : "Fade From" : 0 : "" - 2 : "Modulate" : 0 : "" - 4 : "Activator Only" : 0 : "" - ] -] - -@BaseClass color(196 195 192) = CEnvFog -[ - density(float) : "Density (0.0-1.0)" : "0.5" : "" - fogStartDistance(integer) : "Start Distance" : "1500" : "" - fogStopDistance(integer) : "Stop Distance" : "2000" : "" - spawnflags(flags) = - [ - 1 : "Fog Affects Skybox" : 0 : "" - ] -] - -@BaseClass color(128 255 32) size(-16 -16 -16, 16 16 16) = CEnvFunnel -[ - spawnflags(flags) = - [ - 1 : "Reverse" : 0 : "" - ] -] - -@BaseClass color(4 32 250) = CEnvGlobal -[ - globalstate(string) : "Global State to Set" : "" : "" - spawnflags(flags) = - [ - 1 : "Set Initial State" : 0 : "" - ] - triggermode(choices) : "Trigger Mode" : "0" : "" = - [ - "0" : "Off" : "" - "1" : "On" : "" - "2" : "Dead" : "" - "3" : "Toggle" : "" - ] -] - -@BaseClass color(60 200 5) size(-4 -4 -4, 4 4 4) sprite(True) = CEnvGlow -[ - model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" -] - -@BaseClass base(SF1StartOn) color(128 255 32) size(-16 -16 -16, 16 16 16) = CEnvLaser -[ - spawnflags(flags) = - [ - 16 : "StartSparks" : 0 : "" - 32 : "EndSparks" : 0 : "" - 64 : "Decal End" : 0 : "" - ] - LaserTarget(target_destination) : "Target of Laser" : "" : "" - width(integer) : "Width of beam (pixels*0.1 0-255)" : "0" : "" - NoiseAmplitude(integer) : "Amount of noise (0-255)" : "0" : "" - texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "" - EndSprite(sprite) : "End Sprite" : "" : "" - TextureScroll(integer) : "Texture Scroll Rate (0-100)" : "35" : "0" - framestart(integer) : "Starting Frame" : "0" : "" - damage(float) : "Damage / second" : "100" : "" -] - -@BaseClass color(255 0 255) = CEnvMessage -[ - spawnflags(flags) = - [ - 1 : "Play Once" : 0 : "" - 2 : "All Clients" : 0 : "" - ] - message(string) : "Message Name" : "" : "" - messagesound(sound) : "path/filename.wav of WAV" : "" : "" - messagevolume(integer) : "Volume (10 = loudest)" : "0" : "" - messageattenuation(choices) : "Sound Radius" : "0" : "" = - [ - "0" : "Small Radius" : "" - "1" : "Medium Radius" : "" - "2" : "Large Radius" : "" - "3" : "Play Everywhere" : "" - ] -] - -@BaseClass color(255 0 255) = CEnvRender -[ - spawnflags(flags) = - [ - 1 : "No Renderfx" : 0 : "" - 2 : "No Renderamt" : 0 : "" - 4 : "No Rendermode" : 0 : "" - 8 : "No Rendercolor" : 0 : "" - ] -] - -@BaseClass size(-16 -16 -16, 16 16 16) = CEnvRope -[ - segments(integer) : "Segments" : "" : "" - disable(choices) : "Disable Use" : "0" : "" = - [ - "0" : "Not Disabled" : "" - "1" : "Disabled" : "" - ] - endingmodel(studio) : "Ending Model" : "models/rope16.mdl" : "" - bodymodel(studio) : "Body Model" : "models/rope16.mdl" : "" -] - -@BaseClass color(188 180 172) iconsprite(dev/hammer/env_shake.spr) = CEnvShake -[ - spawnflags(flags) = - [ - 1 : "GlobalShake" : 0 : "" - ] - amplitude(integer) : "Amplitude 0-16" : "0" : "" - radius(float) : "Effect radius" : "500" : "" - duration(float) : "Duration (seconds)" : "1" : "" - frequency(float) : "0.1 = jerk, 255.0 = rumble" : "2.5" : "" -] - -@BaseClass color(184 90 164) = CEnvShooter -[ - shootmodel(studio) : "Model or Sprite name" : "" : "" - shootsounds(choices) : "Material Sound" : "-1" : "" = - [ - "-1" : "None" : "" - "0" : "Glass" : "" - "1" : "Wood" : "" - "2" : "Metal" : "" - "3" : "Flesh" : "" - "4" : "Concrete" : "" - ] - skin(integer) : "Gib Skin" : "0" : "" -] - -@BaseClass color(150 150 150) = CEnvSound -[ - radius(integer) : "Radius" : "128" : "" - roomtype(choices) : "Room Type" : "0" : "" = - [ - "0" : "Normal (off)" : "" - "1" : "Generic" : "" - "2" : "Metal Small" : "" - "3" : "Metal Medium" : "" - "4" : "Metal Large" : "" - "5" : "Tunnel Small" : "" - "6" : "Tunnel Medium" : "" - "7" : "Tunnel Large" : "" - "8" : "Chamber Small" : "" - "9" : "Chamber Medium" : "" - "10" : "Chamber Large" : "" - "11" : "Bright Small" : "" - "12" : "Bright Medium" : "" - "13" : "Bright Large" : "" - "14" : "Water 1" : "" - "15" : "Water 2" : "" - "16" : "Water 3" : "" - "17" : "Concrete Small" : "" - "18" : "Concrete Medium" : "" - "19" : "Concrete Large" : "" - "20" : "Big 1" : "" - "21" : "Big 2" : "" - "22" : "Big 3" : "" - "23" : "Cavern Small" : "" - "24" : "Cavern Medium" : "" - "25" : "Cavern Large" : "" - "26" : "Weirdo 1" : "" - "27" : "Weirdo 2" : "" - "28" : "Weirdo 3" : "" - ] -] - -@BaseClass color(255 220 15) size(-8 -8 -8, 8 8 8) = CEnvSparks -[ - MaxDelay(float) : "Max Delay" : "0" : "" - spawnflags(flags) = - [ - 32 : "Toggle" : 0 : "" - 64 : "Start ON" : 0 : "" - ] -] - -@BaseClass color(190 200 180) size(-4 -4 -4, 4 4 4) sprite(True) iconsprite(dev/hammer/env_shake.spr) = CEnvSprite -[ - framerate(float) : "Framerate" : "10.0" : "" - model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" - spawnflags(flags) = - [ - 1 : "Start on" : 0 : "" - 2 : "Play Once" : 0 : "" - ] -] - -@BaseClass base(SF1Remove) color(0 255 0) size(-32 -32 -32, 32 32 32) = CEnvWarpBall -[ - spawnflags(flags) = - [ - 2 : "Kill Center" : 0 : "" - ] - radius(integer) : "Beam Radius" : "256" : "" - warp_target(target_destination) : "Warp Target" : "" : "" - damage_delay(float) : "Damage delay" : "0" : "" -] - -@BaseClass = CFuncBreakable -[ - spawnflags(flags) = - [ - 1 : "Only Trigger" : 0 : "" - 2 : "Touch" : 0 : "" - 5 : "Pressure" : 0 : "" - 256 : "Instant Crowbar" : 0 : "" - ] -] - -@BaseClass = CFuncButton -[ - speed(integer) : "Speed" : "5" : "" - health(integer) : "Health (shootable if > 0)" : "" : "" - lip(integer) : "Lip" : "" : "" - sounds(sound) : "Sounds" : "" : "" - wait(float) : "Delay before reset (-1 = Stays pressed)" : "-1" : "" - spawnflags(flags) = - [ - 1 : "Don't move" : 0 : "" - 32 : "Toggle" : 0 : "" - 64 : "Sparks" : 0 : "" - 256 : "Touch Activates" : 0 : "" - ] -] - -@BaseClass = CFuncConveyor -[ - spawnflags(flags) = - [ - 1 : "No Push" : 0 : "" - 2 : "Not Solid" : 0 : "" - ] - speed(float) : "Conveyor Speed" : "100" : "" -] - -@BaseClass = CFuncFriction -[ - modifier(integer) : "Percentage of standard (0 - 100)" : "15" : "" -] - -@BaseClass = CFuncWater -[ - skin(choices) : "Contents" : "-3" : "" = - [ - "-3" : "Water" : "" - "-4" : "Slime" : "" - "-5" : "Lava" : "" - ] - WaveHeight(float) : "Wave Height" : "3.2" : "" -] - -@BaseClass = CMonsterJump -[ - speed(integer) : "Jump Speed" : "40" : "" - height(integer) : "Jump Height" : "128" : "" -] - -@BaseClass = CTriggerHurt -[ - spawnflags(flags) = - [ - 1 : "Target Once" : 0 : "" - 2 : "Start Off" : 0 : "" - 8 : "No clients" : 0 : "" - 16 : "Fire Clients Only" : 0 : "" - 32 : "TouchClientOnly" : 0 : "" - ] - dmg(integer) : "Damage" : "10" : "" - damagetype(choices) : "Damage" : "0" : "" = - [ - "0" : "GENERIC" : "" - "1" : "CRUSH" : "" - "2" : "BULLET" : "" - "4" : "SLASH" : "" - "8" : "BURN" : "" - "16" : "FREEZE" : "" - "32" : "FALL" : "" - "64" : "BLAST" : "" - "128" : "CLUB" : "" - "256" : "SHOCK" : "" - "512" : "SONIC" : "" - "1024" : "ENERGYBEAM" : "" - "16384" : "DROWN" : "" - "32768" : "PARALYSE" : "" - "65536" : "NERVEGAS" : "" - "131072" : "POISON" : "" - "262144" : "RADIATION" : "" - "524288" : "DROWNRECOVER" : "" - "1048576" : "CHEMICAL" : "" - "2097152" : "SLOWBURN" : "" - "4194304" : "SLOWFREEZE" : "" - ] -] - -@BaseClass = CTrigger -[ - netname(target_destination) : "Target Path" : "" : "" - message(string) : "Message" : "" : "" - spawnflags(flags) = - [ - 1 : "Monsters" : 0 : "" - 2 : "No Clients" : 0 : "" - 4 : "Pushables" : 0 : "" - ] -] - -@BaseClass = CTriggerGravity -[ - gravity(float) : "Gravity (0-1)" : "1.0" : "" -] - -@BaseClass = CTriggerAuto -[ - globalstate(target_destination) : "Global State to Read" : "" : "" -] - -@BaseClass = CTriggerRelay -[ -] - -@BaseClass = CTriggerState -[ - triggerstate(choices) : "Trigger State" : "0" : "" = - [ - "0" : "Off" : "" - "1" : "On" : "" - "2" : "Toggle" : "" - ] -] - -@BaseClass = CFuncChargers -[ - fire_on_recharge(target_destination) : "Target To Fire On Recharge" : "" : "" - fire_on_empty(target_destination) : "Target To Fire On Empty" : "" : "" - fire_on_spawn(choices) : "Fire Targets On Map Spawn" : "1" : "" = - [ - "0" : "No" : "" - "1" : "Yes" : "" - ] - total_juice(integer) : "Total Juice In Charger (-1 == Unlimited)" : "" : "" - recharge_delay(integer) : "Recharge Delay" : "" : "" - charge_per_use(integer) : "Charge Per Use" : "" : "" -] - -@BaseClass = CFuncPushable -[ - size(choices) : "Hull Size" : "0" : "" = - [ - "0" : "Point size" : "" - "1" : "Player size" : "" - "2" : "Big Size" : "" - "3" : "Player duck" : "" - ] - spawnflags(flags) = - [ - 128 : "Breakable" : 0 : "" - ] - friction(integer) : "Friction (0-400)" : "50" : "" - buoyancy(integer) : "Buoyancy)" : "20" : "" -] - -@BaseClass base(SF1Repeatable) size(-16 -16 -16, 16 16 16) flags(Angle) = CGibShooter +@BaseClass = CGibShooter [ m_iGibs(integer) : "Number of Gibs" : "3" : "" delay(float) : "Delay between shots" : "0" : "" @@ -892,7 +228,7 @@ m_flGibLife(float) : "Gib Life" : "4" : "" ] -@BaseClass base(CCustomModels, CCustomSounds, CCustomSentence) = CReplacemetFile +@BaseClass = CReplacemetFile [ ] @@ -989,475 +325,962 @@ ] ] -@BaseClass = rendermode +@BaseClass = rendermode +[ + rendermode(choices) : "FX Mode" : "0" : "" = + [ + "0" : "Normal" : "" + "1" : "color" : "" + "2" : "Texture" : "" + "3" : "Glow" : "" + "4" : "Solid" : "" + "5" : "Additive" : "" + ] +] + +@BaseClass base(Mandatory, rendermode, renderamt, rendercolor, renderfx, appearflags) = rendersettings +[ +] + +@BaseClass = Scale +[ + scale(float) : "Scale" : "1.0" : "" +] + +@BaseClass = Skin +[ + skin(integer) : "Skin" : "0" : "" +] + +@BaseClass = Sequence +[ + sequence(integer) : "Animation Sequence (editor)" : "" : "Sequence to display in Jackhammer. This does not affect gameplay." +] + +@BaseClass = SF1Repeatable +[ + spawnflags(flags) = + [ + 1 : "Repeatable" : 0 : "" + ] +] + +@BaseClass = SF1Remove +[ + spawnflags(flags) = + [ + 1 : "Remove On fire" : 0 : "" + ] +] + +@BaseClass = SF1StartOff +[ + spawnflags(flags) = + [ + 1 : "Start Off" : 0 : "" + ] +] + +@BaseClass = SF1StartOn +[ + spawnflags(flags) = + [ + 1 : "Start On" : 0 : "" + ] +] + +@BaseClass = SF2Repeatable +[ + spawnflags(flags) = + [ + 2 : "Repeatable" : 0 : "" + ] +] + +@BaseClass = Target +[ + target(target_destination) : "Target" : "" : "" +] + +@BaseClass = VolumeHealth10 +[ + health(integer) : "Volume (10 = loudest)" : "0" : " Sets the volume of the sound. Scales from 0 (completely silent) to 10 (maximum, default). (If using dynamics attributes below, this is the maximum volume the sound will reach.)" +] + +@BaseClass = ZHLT_point +[ + _falloff(choices) : "ZHLT Falloff" : "" : "" = + [ + "0" : "Default" : "" + "1" : "Inverse Linear" : "" + "2" : "Inverse Square" : "" + ] +] + +@BaseClass = ZHLT +[ + zhlt_lightflags(choices) : "ZHLT Lightflags" : "" : "" = + [ + "0" : "Default" : "" + "1" : "Embedded Fix" : "" + "2" : "Opaque (blocks light)" : "" + "3" : "Opaque + Embedded fix" : "" + "4" : "Opaque + Concave Fix" : "" + ] + light_origin(target_destination) : "Light Origin Target" : "" : "" +] + +@BaseClass = speed +[ + speed(integer) : "Speed" : "100" : "" +] + +@BaseClass = TargetTrain +[ + target(target_destination) : "First stop target" : "" : "" +] + +@PointClass color(164 0 255) size(-16 -16 0, 16 16 72) flags(Angle) base(Mandatory, CCineMonster, Target, FireTargets, CBaseDelay, appearflags) = aiscripted_sequence : "AI Scripted Sequence" : "Using the scripted_sequence entity as base, the aiscripted_sequence point entity inherit the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence." [] + +@BaseClass = CEntambient_generic +[ + message(sound) : "Path/filename.wav of WAV" : "" : "This defines which sound file will be played by the entity. This accepts an input of the form path/filename.wav (starting from the 'sound' folder). (Example: ambience/drips.wav). The name of a sentence defined in sentences.txt will also be accepted with the form '!SENTENCENAME'. (Example: !HG_ALERT1)" + volstart(integer) : "Start Volume" : "0" : " Sets the volume that the sound should start at when fading in, and that it should stop at when fading out. Scales from 0 (completely silent) to 10 (maximum). (Should be lower than Volume.)" + fadein(integer) : "Fade in time (0-100)" : "0" : "Sets how long the sound should take to fade in from Start Volume to Volume. Scales from 0 (instant) to 100 (very long)." + fadeout(integer) : "Fade out time (0-100)" : "0" : "Sets how long the sound should take to fade out from Volume to Start Volume. Scales from 0 (instant) to 100 (very long)." + pitch(integer) : "Pitch (> 100 = higher)" : "100" : "Sets the pitch of the sound. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch." + pitchstart(integer) : "Start Pitch" : "100" : "Sets the pitch that the sound should start at when spinning up, and that it should stop at when spinning down. Scales from 100 (default), with lower values meaning lower pitch and higher values meaning higher pitch. (Should be lower than Pitch.)" + spinup(integer) : "Spin up time (0-100)" : "0" : "Sets how long the sound should take to spin up from Start Pitch to Pitch. Scales from 0 (instant) to 100 (very long)." + spindown(integer) : "Spin down time (0-100)" : "0" : "Sets how long the sound should take to spin down from Pitch to Start Pitch. Scales from 0 (instant) to 100 (very long)." + lfotype(choices) : "LFO type" : "0" : "Allows the sound to have certain oscillating effects applied to its pitch." = + [ + "0" : "off" : "Disables the LFO effects." + "1" : "sqr" : "Switches between a low and high pitch." + "2" : "tri" : "Oscillates between a low and high pitch." + "3" : "rnd" : "Randomly switches pitches." + ] + lforate(integer) : "LFO rate (0-1000)" : "0" : "Sets how quickly the pitch changes with the LFO effects. Scales between 0 (does not change) and 1000 (changes extremely quickly)." + lfomodpitch(integer) : "LFO mod pitch (0-100)" : "0" : "Sets how much the pitch should change with the LFO effects. Scales between 0 (does not change) and 100 (very large changes)." + lfomodvol(integer) : "LFO mod vol (0-100)" : "0" : "Sets how much the volume should change with the LFO effects. Seems to coincide with lower pitches. Scales between 0 (does not change) and 100 (silent)." + cspinup(integer) : "Incremental spinup count" : "0" : "Sets how many times the ambient_generic can be triggered to have the pitch spin up on top of the pitch it was already playing at. Setting this to a value other than 0 will disable toggling the sound, and will prevent the sound from being turned off even it has been triggered that many times." + spawnflags(flags) = + [ + 1 : "Play Everywhere" : 0 : "If enabled, the sound will be heard throughout the entire map." + 2 : "Small Radius" : 0 : "If enabled, the sound will be at maximum volume within a roughly 256 unit radius, fading out completely at around 512 units away." + 4 : "Medium Radius" : 1 : "If enabled, the sound will be at maximum volume within a roughly 512 unit radius, fading out completely at around 768 units away." + 8 : "Large Radius" : 0 : "If enabled, the sound will be at maximum volume within a roughly 768 unit radius, fading out completely at around 1280 units away." + 16 : "Start Silent" : 0 : "If enabled, the sound will not play at the start of the map, and will need to be triggered to play. Otherwise, the sound will play at the start of the map whether it is a looping sound or not." + 32 : "Is NOT Looped" : 0 : "Tells the entity whether or not it is dealing with a looping sound. If enabled, the sound will play whenever the entity is triggered (intended for non-looping sounds). (Looping sounds will still play, but will not turn off when triggered.) If not enabled, the sound will toggle on or off when triggered (intended for looping sounds). (Non-looping sounds will still play, but every second trigger will turn the sound off regardless of whether the sound is actually playing anything.) See notes for more information about looping sounds." + ] + preset(choices) : "Dynamic Presets" : "0" : "Sets the ambient_generic to use a predefined set of dynamics. If set to anything other than 'None', this will override every other attribute apart from Name and WAV Name." = + [ + "0" : "None" : "Does not use a preset, and will not override any other entity attributes." + "1" : "Huge Machine" : "Very long spin up, starting slow and getting fast. Very long spin down." + "2" : "Big Machine" : "Medium spin up, starting normal and getting fast. Long spin down." + "3" : "Machine" : "Quick spin up, starting normal and getting fast. Quick spin down." + "4" : "Slow Fade in" : "Slow fade in/out." + "5" : "Fade in" : "Medium fade in/out." + "6" : "Quick Fade in" : "Quick fade in/out." + "7" : "Slow Pulse" : "Slow pulsing speed. Quick fade out." + "8" : "Pulse" : "Pulsing speed. Quick fade out." + "9" : "Quick pulse" : "Quick pulsing speed. Quick fade out." + "10" : "Slow Oscillator" : "Slow oscillation between normal and slow speed. Quick fade out." + "11" : "Oscillator" : "Medium oscillation between normal and slow speed. Quick fade out." + "12" : "Quick Oscillator" : "Fast oscillation between normal and slow speed. Quick fade out." + "13" : "Grunge pitch" : "Extremely slow. Quick fade out." + "14" : "Very low pitch" : "Very slow. Quick fade out." + "15" : "Low pitch" : "Slow. Quick fade out." + "16" : "High pitch" : "Fast. Quick fade out." + "17" : "Very high pitch" : "Very fast. Quick fade out." + "18" : "Screaming pitch" : "Extremely fast. Quick fade out." + "19" : "Oscillate spinup/down" : "Medium oscillation, with long spin up from slow to fast. Long spin down." + "20" : "Pulse spinup/down" : "Slow pulse, with long spin up from slow to fast. Long spin down." + "21" : "Random pitch" : "Occasionally switches speed, tending towards slower speeds. Quick fade out." + "22" : "Random pitch fast" : "Rapidly switches speed, tending towards faster speeds. Quick fade out." + "23" : "Incremental Spinup" : "Quick spin up. Subsequent triggers will not toggle, but will spin up from existing speed, up to five times. Cannot be turned off." + "24" : "Alien" : "Unusual pulsing and switching speed. Quick fade out." + "25" : "Bizzare" : "Fast oscillation between fast and slow/silent. Quick fade out." + "26" : "Planet X" : "Medium switching between slower speeds, similar to 'Random pitch'. Quick fade out." + "27" : "Haunted" : "Slow switch between normal and slow speed. Quick fade out." + ] +] + +@PointClass color(220 220 220) iconsprite("dev/hammer/ambient_generic.spr") base(Mandatory, CEntambient_generic, VolumeHealth10, appearflags) = ambient_generic : "Universal Ambient" : "The ambient_generic entity allows you to play a specific sound. It is a flexible entity that can be used for both looping ambient sounds and one-off sound effects triggered on cue." [] + +@BaseClass = CEntambient_music +[ + filename(string) : "Filename of music file" : "" : "Relative name of the file to play, starting in the root directory. For example: media/Half-Life01.mp3. Only applies to the Play and Loop commands" + command(choices) : "Command" : "0" : "The command to issue" = + [ + "0" : "Play" : "" + "1" : "Play looping" : "" + "2" : "Fadeout" : "" + "3" : "Stop" : "" + ] + target_selector(choices) : "Target selector" : "0" : "How to select players to affect." = + [ + "0" : "All Players" : "" + "1" : "Activator" : "" + "2" : "Radius" : "" + ] + radius(integer) : "Player radius (for Radius target selector)" : "" : "If target_selector is Radius, this is how close the player has to be to be affected by this entity" + remove_on_fire(choices) : "Remove on fire" : "0" : "Whether to remove the entity after it has been triggered or after it has affected at least one player (Radius only)" = + [ + "0" : "No" : "" + "1" : "Yes" : "" + ] +] + +@PointClass color(200 150 255) iconsprite("dev/hammer/ambient_generic.spr") base(Mandatory, CEntambient_music, appearflags) = ambient_music : "Plays music" : "This entity allows level designers to control music playback. You can play and loop music, trigger it to fade out or stop it entirely." [] + +@BaseClass = CEntammo_357 +[ + model(studio) : "Model" : "models/w_357ammobox.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_357, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_357 : "357 Ammo" : "" [] + +@BaseClass = CEntammo_556 +[ + model(studio) : "Model" : "models/W_saw_clip.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_556, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_556 : "M249 Ammo" : "" [] + +@BaseClass = CEntammo_762 +[ + model(studio) : "Model" : "models/w_m40a1clip.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_762, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_762 : "Sniper Ammo" : "" [] + +@BaseClass = CEntammo_9mmar +[ + model(studio) : "Model" : "models/w_chainammo.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_9mmar, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmar : "9mm Assault Rifle Ammo" : "" [] + +@BaseClass = CEntammo_9mmbox +[ +] + +@PointClass studio() base(Mandatory, CEntammo_9mmbox, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmbox : "9mm Assault Rifle Ammo" : "" [] + +@BaseClass = CEntammo_9mmclip +[ + model(studio) : "Model" : "models/w_9mmclip.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_9mmclip, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmclip : "9mm Pistol Ammo" : "" [] + +@PointClass studio() base(Mandatory, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_all : "Gives all ammo types" : "Gives all ammo types to the player that picks it up." [] + +@BaseClass = CEntammo_argrenades +[ + model(studio) : "Model" : "models/w_argrenade.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_argrenades, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_argrenades : "Assault Grenades" : "" [] + +@BaseClass = CEntammo_buckshot +[ + model(studio) : "Model" : "models/w_shotbox.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_buckshot, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_buckshot : "Shotgun Ammo" : "" [] + +@BaseClass = CEntammo_crossbow +[ + model(studio) : "Model" : "models/w_crossbow_clip.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_crossbow, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_crossbow : "Crossbow Ammo" : "" [] + +@BaseClass = CEntammo_gaussclip +[ + model(studio) : "Model" : "models/w_gaussammo.mdl" : "" +] + +@PointClass studio() base(Mandatory, CEntammo_gaussclip, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_gaussclip : "GaussGun Ammo" : "" [] + +@BaseClass = CEntammo_generic +[ + model(studio) : "Model" : "models/w_9mmclip.mdl" : "" + ammo_name(string) : "Ammo Name (Required)" : "ammo_9mmclip" : "Name of the ammo type to give." +] + +@PointClass studio() base(Mandatory, CEntammo_generic, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_generic : "Generic Ammo" : "Gives the specified ammo type to the player that picks it up." [] + +@BaseClass = CEntammo_rpgclip [ - rendermode(choices) : "FX Mode" : "0" : "" = + model(studio) : "Model" : "models/w_rpgammo.mdl" : "" + sequence(choices) : "Placement" : "0" : "" = [ - "0" : "Normal" : "" - "1" : "color" : "" - "2" : "Texture" : "" - "3" : "Glow" : "" - "4" : "Solid" : "" - "5" : "Additive" : "" + "0" : "Normal (flat)" : "" + "1" : "Capped" : "" ] ] -@BaseClass base(rendermode, renderamt, rendercolor, renderfx) = rendersettings +@PointClass studio() base(Mandatory, CEntammo_rpgclip, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_rpgclip : "RPG Ammo" : "" [] + +@BaseClass = CEntammo_spore [ + model(studio) : "Model" : "models/spore_ammo.mdl" : "" ] -@BaseClass = Scale +@PointClass studio() base(Mandatory, CEntammo_spore, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_spore : "Spore Ammo" : "" [] + +@BaseClass = CEntcycler [ - Scale(float) : "Scale" : "1.0" : "" + model(studio) : "Model" : "" : "" + bodygroup(integer) : "Body Group" : "0" : "" ] -@BaseClass = Sequence +@PointClass size(-16 -16 0, 16 16 72) studio() base(Mandatory, CEntcycler, Angles, Angles, rendersettings, appearflags) = cycler : "Monster Cycler" : "" [] + +@BaseClass = CEntcycler_sprite [ - sequence(integer) : "Animation Sequence (editor)" : "" : "Sequence to display in Jackhammer. This does not affect gameplay." + model(sprite) : "Model OR Sprite" : "" : "" + framerate(integer) : "Frames per second" : "10" : "" ] -@BaseClass = SF1Repeatable +@PointClass size(-16 -16 0, 16 16 72) sprite() base(Mandatory, CEntcycler_sprite, Angles, Angles, rendersettings, appearflags) = cycler_sprite : "Sprite Cycler" : "" [] + +@BaseClass = CEntenv_beam [ + texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "This defines which sprite file the entity will use to form the beam. This accepts an input of the form 'path/filename.spr' (starting from the root folder). (Example: 'sprites/laserbeam.spr')." + LightningStart(target_generic) : "Start Entity" : "" : "The name of an entity to be used as the starting point for the beam. If undefined, the beam will choose a surface within the Radius to use as the starting point. (Note that if the Start Entity is undefined, the Ending Entity must also be undefined.)" + LightningEnd(target_generic) : "Ending Entity" : "" : "The name of an entity to be used as the end point for the beam. If undefined, the beam will choose a surface within the Radius to use as the end point." + Radius(integer) : "Radius" : "" : "If the beam has undefined start/end points, this attribute defines how far away the beam can choose to use as its start/end points." + life(float) : "Life (seconds 0 = infinite)" : "1.0" : "Sets how many seconds the beam will stay on before deactivating. It will reactivate through Strike again time. Setting this to 0 will make the beam never deactivate automatically." + BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : "20" : "Sets the width of the beam. Measured in tenths of a unit. This attribute works like a radius; the beam will actually be twice as wide as the defined value." + NoiseAmplitude(integer) : "Amount of noise (0-255)" : "0" : "Sets how erratic the beam will be. The beam will always start and end at the usual points, but the path of the beam will move randomly to a degree defined by this attribute. Scales from 0 (perfectly straight beam) to 255 (wildly moving beam)." + TextureScroll(integer) : "Texture Scroll Rate (0-100)" : "35" : "Sets how fast the sprites move along the beam. Scales from 0 (no movement) to 100 (extremely fast)." + framerate(integer) : "Frames per 10 seconds" : "0" : "Seemingly unused." + framestart(integer) : "Starting Frame" : "0" : " Sets which frame of animation that the sprite should use." + StrikeTime(integer) : "Strike again time (secs)" : "0" : "Sets how long many seconds before the beam reactivates (after the beam deactivates after being on for the time defined in Life). If the beam has undefined start/end points, the beam will choose new points for the reactivation." + damage(float) : "Damage / second" : "0" : "Sets how much damage the beam should do when you walk through it. Note that the damage is only dealt in a straight line between start and end point, regardless of any fluctuation in the beam from the Amount of Noise attribute." spawnflags(flags) = [ - 1 : "Repeatable" : 0 : "" + 1 : "Start On" : 0 : "If enabled, the beam will be turned on upon map start. Otherwise you will need to trigger the env_beam to turn it on." + 2 : "Toggle" : 0 : "If enabled, the beam can be retriggered to stop the beam from reactivating automatically. Otherwise, the beam seems to loop indefinitely regardless of further triggerings." + 4 : "Random Strike" : 0 : "If enabled, the beam will vary its activation and deactivation times. These times will be scaled somewhat around the times you provide in Life and Strike Again Time." + 8 : "Ring" : 0 : "If enabled, the beam will form a ring between its two points rather than a straight line. The ring will tend towards being horizontal, and may malform if the two points are in a perfectly vertical line." + 16 : "StartSparks" : 0 : "If enabled, the start of the beam will spark when it is activated." + 32 : "EndSparks" : 0 : "If enabled, the end of the beam will spark when it is activated." + 64 : "Decal End" : 0 : "Seemingly unused." + 128 : "Shade Start" : 0 : "If enabled, the beam will fade towards the start." + 256 : "Shade End" : 0 : "If enabled, the beam will fade towards the end. Will not function if 'Shade Start' is enabled." ] ] -@BaseClass = SF1Remove +@PointClass color(255 250 230) size(-12 -12 -12, 12 12 12) base(Mandatory, CEntenv_beam, Angles, renderamt, rendercolor, renderfx, appearflags) = env_beam : "Energy Beam Effect" : "" [] + +@BaseClass = CEntenv_beverage [ - spawnflags(flags) = + health(integer) : "Capacity" : "10" : "" + skin(choices) : "Beverage Type" : "0" : "Sets the texture of the cans. You can set other than these to use if you're using a custom model, these are the skin index." = [ - 1 : "Remove On fire" : 0 : "" + "0" : "Coca-Cola" : "" + "1" : "Sprite" : "" + "2" : "Diet Coke" : "" + "3" : "Orange" : "" + "4" : "Surge" : "" + "5" : "Moxie" : "" + "6" : "Random" : "" ] ] -@BaseClass = SF1StartOff +@PointClass color(128 64 2) size(-4 -4 -4, 4 4 4) base(Mandatory, CEntenv_beverage, appearflags) = env_beverage : "Beverage Dispenser" : "" [] + +@BaseClass = CEntenv_blood [ - spawnflags(flags) = + color(choices) : "Blood Color" : "0" : "" = [ - 1 : "Start Off" : 0 : "" + "0" : "Red (Human)" : "" + "1" : "Yellow (Alien)" : "" ] -] - -@BaseClass = SF1StartOn -[ + amount(integer) : "Amount of blood (damage to simulate)" : "100" : "" spawnflags(flags) = [ - 1 : "Start On" : 0 : "" + 1 : "Random Direction" : 0 : "" + 2 : "Blood Stream" : 0 : "" + 4 : "On Player" : 0 : "" + 8 : "Spray decals" : 0 : "" ] ] -@BaseClass = SF2Repeatable +@PointClass color(255 0 0) size(-4 -4 -4, 4 4 4) base(Mandatory, CEntenv_blood, appearflags) = env_blood : "Blood Effects" : "" [] + +@BaseClass = CEntenv_blowercannon [ - spawnflags(flags) = + delay(float) : "Delay" : "0" : "" + zoffset(integer) : "Z Offset" : "0" : "" + weaptype(choices) : "Z Offset" : "0" : "" = [ - 2 : "Repeatable" : 0 : "" + "1" : "Spore (Rocket)" : "" + "2" : "Spore (Grenade)" : "" + "3" : "Shock Beam" : "" + "4" : "Displacer Ball" : "" + ] + firetype(choices) : "Fire Type" : "1" : "" = + [ + "1" : "Toggle On/Off" : "" + "2" : "Fire When Triggered" : "" ] ] -@BaseClass = Target -[ - target(target_destination) : "Target" : "" : "" -] +@PointClass color(255 0 0) size(-16 -16 -16, 16 16 16) base(Mandatory, CEntenv_blowercannon, Target, rendersettings, appearflags) = env_blowercannon : "Blower Cannon" : "" [] -@BaseClass = VolumeHealth10 +@BaseClass = CEntenv_electrified_wire [ - health(integer) : "Volume (10 = loudest)" : "0" : " Sets the volume of the sound. Scales from 0 (completely silent) to 10 (maximum, default). (If using dynamics attributes below, this is the maximum volume the sound will reach.)" + sparkfrequency(integer) : "Spark Frequency" : "3" : "" + bodysparkfrequency(integer) : "Body Spark Frequency" : "3" : "" + lightningfrequency(integer) : "Lightning Frequency" : "3" : "" + xforce(integer) : "X Force" : "80000" : "" + yforce(integer) : "Y Force" : "80000" : "" + zforce(integer) : "Z Force" : "80000" : "" ] -@BaseClass = ZHLT_point +@PointClass size(-16 -16 -16, 16 16 16) base(Mandatory, CEntenv_electrified_wire, CRopes, appearflags) = env_electrified_wire : "Electrified Wire" : "" [] + +@BaseClass = CEntenv_explosion [ - _falloff(choices) : "ZHLT Falloff" : "" : "" = + iMagnitude(integer) : "Magnitude" : "100" : "" + spawnflags(flags) = [ - "0" : "Default" : "" - "1" : "Inverse Linear" : "" - "2" : "Inverse Square" : "" + 1 : "No Damage" : 0 : "" + 4 : "No Fireball" : 0 : "" + 8 : "No Smoke" : 0 : "" + 16 : "No Decal" : 0 : "" + 32 : "No Sparks" : 0 : "" ] ] -@BaseClass = ZHLT +@PointClass color(255 220 15) size(-12 -12 -12, 12 12 12) base(Mandatory, CEntenv_explosion, SF2Repeatable, appearflags) = env_explosion : "Explosion" : "" [] + +@BaseClass = CEntenv_fade [ - zhlt_lightflags(choices) : "ZHLT Lightflags" : "" : "" = + duration(float) : "Duration (seconds)" : "2" : "" + holdtime(float) : "Hold Fade (seconds)" : "0" : "" + spawnflags(flags) = [ - "0" : "Default" : "" - "1" : "Embedded Fix" : "" - "2" : "Opaque (blocks light)" : "" - "3" : "Opaque + Embedded fix" : "" - "4" : "Opaque + Concave Fix" : "" + 1 : "Fade From" : 0 : "" + 2 : "Modulate" : 0 : "" + 4 : "Activator Only" : 0 : "" ] - light_origin(target_destination) : "Light Origin Target" : "" : "" ] -@BaseClass base(speed, TargetTrain) color(0 128 255) size(-16 -16 -16, 16 16 16) sprite(True) = CEnvSpriteTrain -[ - model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" -] +@PointClass color(100 150 100) base(Mandatory, CEntenv_fade, renderamt, rendercolor, appearflags) = env_fade : "Screen Fade" : "" [] -@BaseClass = speed +@BaseClass = CEntenv_fog [ - speed(integer) : "Speed (units per second)" : "100" : "" + density(float) : "Density (0.0-1.0)" : "0.5" : "" + fogStartDistance(integer) : "Start Distance" : "1500" : "" + fogStopDistance(integer) : "Stop Distance" : "2000" : "" + spawnflags(flags) = + [ + 1 : "Fog Affects Skybox" : 0 : "" + ] ] -@BaseClass = TargetTrain -[ - target(target_destination) : "First stop target" : "" : "" -] +@PointClass color(196 195 192) base(Mandatory, CEntenv_fog, rendercolor, appearflags) = env_fog : "Global Fog Controller" : "" [] -@BaseClass base(speed, TargetTrain, SF1StartOn) = CFuncGunTarget +@BaseClass = CEntenv_funnel [ - message(target_destination) : "Fire on damage" : "" : "" - health(integer) : "Damage to Take" : "" : "" + spawnflags(flags) = + [ + 1 : "Reverse" : 0 : "" + ] ] -@BaseClass base(SF1Remove) = CGameCounter +@PointClass color(128 255 32) size(-16 -16 -16, 16 16 16) base(Mandatory, CEntenv_funnel, appearflags) = env_funnel : "Large Portal Funnel" : "" [] + +@BaseClass = CEntenv_global [ + globalstate(string) : "Global State to Set" : "" : "" spawnflags(flags) = [ - 2 : "Reset On fire" : 0 : "" + 1 : "Set Initial State" : 0 : "" + ] + triggermode(choices) : "Trigger Mode" : "0" : "" = + [ + "0" : "Off" : "" + "1" : "On" : "" + "2" : "Dead" : "" + "3" : "Toggle" : "" ] - frags(integer) : "Initial Value" : "0" : "" - health(integer) : "Limit Value" : "10" : "" ] -@PointClass base(Mandatory, Angles, CCineAI, CCineMonster, Target, FireTargets, CBaseDelay, appearflags) = aiscripted_sequence : "AI Scripted Sequence" : "Using the scripted_sequence entity as base, the aiscripted_sequence point entity inherit the same responsibility of making a monster entity move to a specific location and/or perform a given animation. The primary difference being that it completely overrides the targeted monster's AI. Regardless of what you do to the monster, it will follow this sequence." -[ -] +@PointClass color(4 32 250) base(Mandatory, CEntenv_global, appearflags) = env_global : "Global State" : "" [] -@PointClass base(Mandatory, CAmbientGeneric, appearflags) = ambient_generic : "Universal Ambient" : "The ambient_generic entity allows you to play a specific sound. It is a flexible entity that can be used for both looping ambient sounds and one-off sound effects triggered on cue." +@BaseClass = CEntenv_glow [ + model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" ] -@PointClass base(Mandatory, CAmbientMusic, appearflags) = ambient_music : "Plays music" : "This entity allows level designers to control music playback. You can play and loop music, trigger it to fade out or stop it entirely." -[ -] +@PointClass color(60 200 5) size(-4 -4 -4, 4 4 4) sprite() base(Mandatory, CEntenv_glow, Scale, rendersettings, appearflags) = env_glow : "Light Glow/Haze" : "" [] -@PointClass base(Mandatory, Angles, CAmmo357, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_357 : "357 Ammo" : "" +@BaseClass = CEntenv_laser [ + spawnflags(flags) = + [ + 16 : "StartSparks" : 0 : "" + 32 : "EndSparks" : 0 : "" + 64 : "Decal End" : 0 : "" + ] + LaserTarget(target_destination) : "Target of Laser" : "" : "" + width(integer) : "Width of beam (pixels*0.1 0-255)" : "0" : "" + NoiseAmplitude(integer) : "Amount of noise (0-255)" : "0" : "" + texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "" + EndSprite(sprite) : "End Sprite" : "" : "" + TextureScroll(integer) : "Texture Scroll Rate (0-100)" : "35" : "0" + framestart(integer) : "Starting Frame" : "0" : "" + damage(float) : "Damage / second" : "100" : "" ] -@PointClass base(Mandatory, Angles, CAmmo556, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_556 : "M249 Ammo" : "" -[ -] +@PointClass color(128 255 32) size(-16 -16 -16, 16 16 16) base(Mandatory, CEntenv_laser, Angles, SF1StartOn, renderamt, rendercolor, appearflags) = env_laser : "Laser Beam Effect" : "" [] -@PointClass base(Mandatory, Angles, CAmmo762, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_762 : "Sniper Ammo" : "" +@BaseClass = CEntenv_message [ + spawnflags(flags) = + [ + 1 : "Play Once" : 0 : "" + 2 : "All Clients" : 0 : "" + ] + message(string) : "Message Name" : "" : "" + messagesound(sound) : "path/filename.wav of WAV" : "" : "" + messagevolume(integer) : "Volume (10 = loudest)" : "0" : "" + messageattenuation(choices) : "Sound Radius" : "0" : "" = + [ + "0" : "Small Radius" : "" + "1" : "Medium Radius" : "" + "2" : "Large Radius" : "" + "3" : "Play Everywhere" : "" + ] ] -@PointClass base(Mandatory, Angles, CAmmo9mmar, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmar : "9mm Assault Rifle Ammo" : "" +@PointClass color(255 0 255) base(Mandatory, CEntenv_message, Target, FireTargets, appearflags) = env_message : "HUD Text Message" : "" [] + +@BaseClass = CEntenv_render [ + spawnflags(flags) = + [ + 1 : "No Renderfx" : 0 : "" + 2 : "No Renderamt" : 0 : "" + 4 : "No Rendermode" : 0 : "" + 8 : "No Rendercolor" : 0 : "" + ] ] -@PointClass base(Mandatory, Angles, CAmmo9mmbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmbox : "box of 200 9mm shells" : "" +@PointClass color(255 0 255) base(Mandatory, CEntenv_render, Target, rendersettings, appearflags) = env_render : "Render Controls" : "" [] + +@PointClass size(-16 -16 -16, 16 16 16) base(Mandatory, CRopes, appearflags) = env_rope : "Rope" : "" [] + +@BaseClass = CEntenv_shake [ + spawnflags(flags) = + [ + 1 : "GlobalShake" : 0 : "" + ] + amplitude(integer) : "Amplitude 0-16" : "0" : "" + radius(float) : "Effect radius" : "500" : "" + duration(float) : "Duration (seconds)" : "1" : "" + frequency(float) : "0.1 = jerk, 255.0 = rumble" : "2.5" : "" ] -@PointClass base(Mandatory, Angles, CAmmo9mm, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_9mmclip : "9mm Pistol Ammo" : "" +@PointClass color(188 180 172) iconsprite("dev/hammer/env_shake.spr") base(Mandatory, CEntenv_shake, appearflags) = env_shake : "Screen Shake" : "" [] + +@BaseClass = CEntenv_shooter [ + shootmodel(studio) : "Model or Sprite name" : "" : "" + shootsounds(choices) : "Material Sound" : "-1" : "" = + [ + "-1" : "None" : "" + "0" : "Glass" : "" + "1" : "Wood" : "" + "2" : "Metal" : "" + "3" : "Flesh" : "" + "4" : "Concrete" : "" + ] ] -@PointClass base(Mandatory, Angles, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_all : "Gives all ammo types" : "Gives all ammo types to the player that picks it up." +@PointClass color(184 90 164) base(Mandatory, CEntenv_shooter, Angles, CGibShooter, Skin, Scale, rendersettings, appearflags) = env_shooter : "Model Shooter" : "" [] + +@BaseClass = CEntenv_sound [ + radius(integer) : "Radius" : "128" : "" + roomtype(choices) : "Room Type" : "0" : "" = + [ + "0" : "Normal (off)" : "" + "1" : "Generic" : "" + "2" : "Metal Small" : "" + "3" : "Metal Medium" : "" + "4" : "Metal Large" : "" + "5" : "Tunnel Small" : "" + "6" : "Tunnel Medium" : "" + "7" : "Tunnel Large" : "" + "8" : "Chamber Small" : "" + "9" : "Chamber Medium" : "" + "10" : "Chamber Large" : "" + "11" : "Bright Small" : "" + "12" : "Bright Medium" : "" + "13" : "Bright Large" : "" + "14" : "Water 1" : "" + "15" : "Water 2" : "" + "16" : "Water 3" : "" + "17" : "Concrete Small" : "" + "18" : "Concrete Medium" : "" + "19" : "Concrete Large" : "" + "20" : "Big 1" : "" + "21" : "Big 2" : "" + "22" : "Big 3" : "" + "23" : "Cavern Small" : "" + "24" : "Cavern Medium" : "" + "25" : "Cavern Large" : "" + "26" : "Weirdo 1" : "" + "27" : "Weirdo 2" : "" + "28" : "Weirdo 3" : "" + ] ] -@PointClass base(Mandatory, Angles, CAmmoargrenades, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_argrenades : "Assault Grenades" : "" -[ -] +@PointClass color(150 150 150) base(Mandatory, CEntenv_sound, appearflags) = env_sound : "DSP Sound" : "" [] -@PointClass base(Mandatory, Angles, CAmmoshowbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_buckshot : "Shotgun Ammo" : "" +@BaseClass = CEntenv_spark [ + MaxDelay(float) : "Max Delay" : "0" : "" + spawnflags(flags) = + [ + 32 : "Toggle" : 0 : "" + 64 : "Start ON" : 0 : "" + ] ] -@PointClass base(Mandatory, Angles, CAmmoshowbox, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_crossbow : "Crossbow Ammo" : "" -[ -] +@PointClass color(255 220 15) size(-8 -8 -8, 8 8 8) base(Mandatory, CEntenv_spark, Angles, appearflags) = env_spark : "Sparks" : "" [] -@PointClass base(Mandatory, Angles, CAmmogauss, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_gaussclip : "Gauss Gun Ammo" : "" +@BaseClass = CEntenv_sprite [ + framerate(float) : "Framerate" : "10.0" : "" + model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" + spawnflags(flags) = + [ + 1 : "Start on" : 0 : "" + 2 : "Play Once" : 0 : "" + ] ] -@PointClass base(Mandatory, Angles, CAmmoGeneric, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_generic : "Generic Ammo" : "Gives the specified ammo type to the player that picks it up." -[ -] +@PointClass color(190 200 180) size(-4 -4 -4, 4 4 4) sprite() base(Mandatory, CEntenv_sprite, Angles, Scale, rendersettings, appearflags) = env_sprite : "Sprite Effect" : "" [] -@PointClass base(Mandatory, Angles, CAmmorpg, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_rpgclip : "RPG Ammo" : "" +@BaseClass = CEntenv_spritetrain [ + model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "" ] -@PointClass base(Mandatory, Angles, CAmmospore, CBaseAmmo, CBaseItem, Target, FireTargets, CBaseDelay, hullsize, rendersettings, CReplacemetFile, appearflags) = ammo_spore : "Spore Ammo" : "" -[ -] +@PointClass color(190 200 180) size(-4 -4 -4, 4 4 4) sprite() base(Mandatory, CEntenv_spritetrain, Scale, speed, TargetTrain, PlatSounds, CCustomSounds, appearflags) = env_spritetrain : "Sprite Train" : "" [] -@PointClass base(Mandatory, Angles, CCycler, rendersettings, appearflags) = cycler : "Monster Cycler" : "" +@BaseClass = CEntenv_warpball [ + spawnflags(flags) = + [ + 2 : "Kill Center" : 0 : "" + ] + radius(integer) : "Beam Radius" : "256" : "" + warp_target(target_destination) : "Warp Target" : "" : "" + damage_delay(float) : "Damage delay" : "0" : "" ] -@PointClass base(Mandatory, Angles, CCyclerSprite, rendersettings, appearflags) = cycler_sprite : "Sprite Cycler" : "" -[ -] +@PointClass color(0 255 0) size(-32 -32 -32, 32 32 32) base(Mandatory, CEntenv_warpball, SF1Remove, Target, appearflags) = env_warpball : "Warp In Ball" : "" [] -@PointClass base(Mandatory, CEnvBeam, renderamt, rendercolor, renderfx, appearflags) = env_beam : "Energy Beam Effect" : "" +@BaseClass = CEntgame_counter [ + spawnflags(flags) = + [ + 2 : "Reset On fire" : 0 : "" + ] + frags(integer) : "Initial Value" : "0" : "" + health(integer) : "Limit Value" : "10" : "" ] -@PointClass base(Mandatory, CEnvBeverage, appearflags) = env_beverage : "Beverage Dispenser" : "" -[ -] +@PointClass base(Mandatory, CEntgame_counter, SF1Remove, Master, Target, FireTargets, CBaseDelay, appearflags) = game_counter : "Fires when it hits limit" : "" [] -@PointClass base(Mandatory, CEnvBlood, appearflags) = env_blood : "Blood Effects" : "" -[ -] +@PointClass base(Mandatory, Master, appearflags) = game_end : "End this multiplayer game" : "" [] -@PointClass base(Mandatory, CEnvBlowerCannon, Target, rendersettings, appearflags) = env_blowercannon : "Blower Cannon" : "" +@BaseClass = CEntgame_player_equip [ + spawnflags(flags) = + [ + 1 : "Use Only" : 0 : "" + ] ] -@PointClass base(Mandatory, CEnvElectrifiedWire, appearflags) = env_electrified_wire : "Electrified Wire" : "" -[ -] +@PointClass base(Mandatory, CEntgame_player_equip, Master, appearflags) = game_player_equip : "Initial player equipment" : "" [] -@PointClass base(Mandatory, CEnvExplosion, appearflags) = env_explosion : "Explosion" : "" +@BaseClass = CEntgame_player_hurt [ + dmg(float) : "Damage To Apply" : "999" : "" ] -@PointClass base(Mandatory, CEnvFade, renderamt, rendercolor, appearflags) = env_fade : "Screen Fade" : "" -[ -] +@PointClass base(Mandatory, CEntgame_player_hurt, SF1Remove, Master, appearflags) = game_player_hurt : "Hurts player who fires" : "" [] -@PointClass base(Mandatory, CEnvFog, rendercolor, appearflags) = env_fog : "Global Fog Controller" : "" -[ -] +@PointClass base(Mandatory, Angles, CGibShooter, appearflags) = gibshooter : "Gib Shooter" : "" [] -@PointClass base(Mandatory, CEnvFunnel, appearflags) = env_funnel : "Large Portal Funnel" : "" -[ -] +@PointClass color(0 255 0) size(-4 -4 -4, 4 4 4) base(Mandatory, Target, Angles, appearflags) = info_intermission : "Intermission Spot" : "" [] -@PointClass base(Mandatory, CEnvGlobal, appearflags) = env_global : "Global State" : "" -[ -] +@PointClass base(Mandatory, appearflags) = info_landmark : "Transition Landmark" : "" [] -@PointClass base(Mandatory, CEnvGlow, Scale, rendersettings, appearflags) = env_glow : "Light Glow/Haze" : "" -[ -] +@PointClass color(255 255 0) size(-24 -24 -4, 24 24 4) base(Mandatory, appearflags) = info_node : "ai node" : "" [] -@PointClass base(Mandatory, Angles, CEnvLaser, renderamt, rendercolor, appearflags) = env_laser : "Laser Beam Effect" : "" -[ -] +@PointClass color(255 255 0) size(-32 -32 0, 32 32 64) base(Mandatory, appearflags) = info_node_air : "ai air node" : "" [] -@PointClass base(Mandatory, CEnvMessage, Target, FireTargets, appearflags) = env_message : "HUD Text Message" : "" -[ -] +@PointClass base(Mandatory, appearflags) = info_null : "info_null (spotlight target)" : "" [] -@PointClass base(Mandatory, CEnvRender, Target, rendersettings, appearflags) = env_render : "Render Controls" : "" +@PointClass decal() base(Mandatory, Appearflags) = infodecal : "Decal" [ + texture(decal) ] -@PointClass base(Mandatory, CEnvRope, appearflags) = env_rope : "Rope" : "" -[ -] +@PointClass base(Mandatory, CGibShooter, Angles, appearflags) = pitworm_gibshooter : "Pitworm Gib Shooter" : "" [] -@PointClass base(Mandatory, CEnvShake, appearflags) = env_shake : "Screen Shake" : "" +@BaseClass = CEntscripted_sequence [ + m_iszIdle(string) : "Idle Animation" : "" : "" + spawnflags(flags) = + [ + 32 : "No Interruptions" : 0 : "" + 64 : "Override AI" : 0 : "" + 128 : "No Script Movement" : 0 : "" + 256 : "No Reset Entity" : 0 : "" + ] ] -@PointClass base(Mandatory, Angles, CEnvShooter, CGibShooter, Scale, rendersettings, appearflags) = env_shooter : "Model Shooter" : "" -[ -] +@PointClass base(Mandatory, CEntscripted_sequence, Angles, CCineMonster, Target, FireTargets, CBaseDelay, appearflags) = scripted_sequence : "Scripted Sequence" : "" [] -@PointClass base(Mandatory, CEnvSound, appearflags) = env_sound : "DSP Sound" : "" +@BaseClass = CEnttrigger_auto [ + globalstate(target_destination) : "Global State to Read" : "" : "" ] -@PointClass base(Mandatory, Angles, CEnvSparks, appearflags) = env_spark : "Sparks" : "" -[ -] +@PointClass color(250 10 165) base(Mandatory, CEnttrigger_auto, CTriggerState, SF1Remove, Target, FireTargets, CBaseDelay, appearflags) = trigger_auto : "AutoTrigger" : "" [] -@PointClass base(Mandatory, Angles, CEnvSprite, Scale, rendersettings, appearflags) = env_sprite : "Sprite Effect" : "" +@BaseClass = CEnttrigger_changetarget [ + m_iszNewTarget(target_generic) : "New Target" : "" : "" ] -@PointClass base(Mandatory, CEnvSpriteTrain, Scale, PlatSounds, CCustomSounds, appearflags) = env_spritetrain : "Sprite Train" : "" -[ -] +@PointClass color(60 155 30) base(Mandatory, CEnttrigger_changetarget, Target, CBaseDelay, appearflags) = trigger_changetarget : "Trigger Change Target" : "" [] -@PointClass base(Mandatory, CEnvWarpBall, Target, appearflags) = env_warpball : "Warp In Ball" : "" +@BaseClass = CEnttrigger_relay [ ] -@PointClass base(Mandatory, CGameCounter, Master, Target, FireTargets, CBaseDelay, appearflags) = game_counter : "Fires when it hits limit" : "" -[ -] +@PointClass = trigger_relay -@PointClass base(Mandatory, CGameCounterSet, CGameCounter, Master, Target, appearflags) = game_counter_set : "Sets a game_counter" : "" +@BaseClass = CEntbutton_target [ + spawnflags(flags) = + [ + 1 : "Use Activates" : 1 : "" + 2 : "Start On" : 0 : "" + ] ] -@PointClass base(Mandatory, Master, appearflags) = game_end : "End this multiplayer game" : "" -[ -] +@SolidClass base(Mandatory, CEntbutton_target, Angles, Target, FireTargets, Master, rendersettings, ZHLT, appearflags) = button_target : "Target Button" : "" [] -@PointClass base(Mandatory, CGamePlayerEquip, Master, appearflags) = game_player_equip : "Initial player equipment" : "" +@BaseClass = CEntenv_bubbles [ + density(integer) : "Bubble density" : "2" : "" + frequency(integer) : "Bubble frequency" : "2" : "" + current(integer) : "Speed of Current" : "2" : "" ] -@PointClass base(Mandatory, CGamePlayerHurt, Master, appearflags) = game_player_hurt : "Hurts player who fires" : "" -[ -] +@SolidClass base(Mandatory, CEntenv_bubbles, SF1StartOff, appearflags) = env_bubbles : "Bubble Volume" : "" [] -@PointClass base(Mandatory, Angles, CGibShooter, appearflags) = gibshooter : "Gib Shooter" : "" +@BaseClass = CEntfunc_breakable [ + spawnflags(flags) = + [ + 1 : "Only Trigger" : 0 : "" + 2 : "Touch" : 0 : "" + 5 : "Pressure" : 0 : "" + 256 : "Instant Crowbar" : 0 : "" + ] ] -@PointClass base(Mandatory, Target, Angles, appearflags) color(0 255 0) size(-4 -4 -4, 4 4 4) = info_intermission : "Intermission Spot" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_breakable, Angles, Global, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_breakable : "Breakable Object" : "" [] -@PointClass base(Mandatory, appearflags) = info_landmark : "Transition Landmark" : "" +@BaseClass = CEntfunc_button [ + speed(integer) : "Speed" : "5" : "" + health(integer) : "Health (shootable if > 0)" : "" : "" + lip(integer) : "Lip" : "" : "" + sounds(sound) : "Sounds" : "" : "" + wait(float) : "Delay before reset (-1 = Stays pressed)" : "-1" : "" + spawnflags(flags) = + [ + 1 : "Don't move" : 0 : "" + 32 : "Toggle" : 0 : "" + 64 : "Sparks" : 0 : "" + 256 : "Touch Activates" : 0 : "" + ] ] -@PointClass color(255 255 0) size(-24 -24 -4, 24 24 4) = info_node : "ai node" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_button, appearflags) = func_button : "Button" : "" [] -@PointClass color(255 255 0) size(-32 -32 0, 32 32 64) = info_node_air : "ai air node" : "" +@BaseClass = CEntfunc_conveyor [ + spawnflags(flags) = + [ + 1 : "No Push" : 0 : "" + 2 : "Not Solid" : 0 : "" + ] + speed(float) : "Conveyor Speed" : "100" : "" ] -@PointClass base(Mandatory) = info_null : "info_null (spotlight target)" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_conveyor, Angles, Global, rendersettings, _minlight, ZHLT, appearflags) = func_conveyor : "Conveyor Belt" : "" [] -@PointClass base(Mandatory, CDecal, Appearflags) decal() = infodecal : "Decal" : "" -[ - texture(decal) : "" : "" : "" -] +@SolidClass base(Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_door : "Basic Door" : "" [] -@PointClass base(Mandatory, Angles, CGibShooter, appearflags) = pitworm_gibshooter : "Pitworm Gib Shooter" : "" +@BaseClass = CEntfunc_door_rotating [ + distance(integer) : "Distance (deg)" : "90" : "" + spawnflags(flags) = + [ + 2 : "Reverse Dir" : 0 : "" + 16 : "One-way" : 0 : "" + 64 : "X Axis" : 0 : "" + 128 : "Y Axis" : 0 : "" + ] ] -@PointClass base(Mandatory, Angles, CScriptedSequence, CCineMonster, Target, FireTargets, CBaseDelay, appearflags) = scripted_sequence : "Scripted Sequence" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_door_rotating, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_door_rotating : "Rotating Door" : "" [] -@PointClass base(Mandatory, CTriggerAuto, CTriggerState, SF1Remove, Target, FireTargets, CBaseDelay, appearflags) color(250 10 165) = trigger_auto : "AutoTrigger" : "" +@BaseClass = CEntfunc_guntarget [ + message(target_destination) : "Fire on damage" : "" : "" + health(integer) : "Damage to Take" : "" : "" ] -@PointClass base(Mandatory, CTriggerChangeTarget, Target, CBaseDelay, appearflags) color(60 155 30) = trigger_changetarget : "Trigger Change Target" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_guntarget, speed, TargetTrain, SF1StartOn, Angles, Global, CFuncGunTarget, rendersettings, _minlight, ZHLT, appearflags) = func_guntarget : "Gun target" : "" [] -@PointClass base(Mandatory, CTriggerRelay, CTriggerState, SF1Remove, Master, Target, FireTargets, CBaseDelay, appearflags) color(165 30 165) = trigger_relay : "Trigger Relay" : "" -[ -] +@SolidClass base(Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_healthcharger : "Wall health recharger" : "" [] -@SolidClass base(Mandatory, Angles, CButtonTarget, Target, FireTargets, Master, rendersettings, ZHLT, appearflags) = button_target : "Target Button" : "" -[ -] +@SolidClass base(Mandatory, , appearflags) = func_ladder : "Ladder" : "" [] -@SolidClass base(Mandatory, CEnvBubbles, appearflags) = env_bubbles : "Bubble Volume" : "" -[ -] +@SolidClass base(Mandatory, , appearflags) = func_monsterclip : "Monster clip brush" : "" [] -@SolidClass base(Mandatory, Angles, Global, CFuncBreakable, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_breakable : "Breakable Object" : "" +@BaseClass = CEntfunc_pushable [ + size(choices) : "Hull Size" : "0" : "" = + [ + "0" : "Point size" : "" + "1" : "Player size" : "" + "2" : "Big Size" : "" + "3" : "Player duck" : "" + ] + spawnflags(flags) = + [ + 128 : "Breakable" : 0 : "" + ] + friction(integer) : "Friction (0-400)" : "50" : "" + buoyancy(integer) : "Buoyancy)" : "20" : "" ] -@SolidClass base(Mandatory, Angles, Global, CFuncButton, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_button : "Button" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_pushable, Angles, Global, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_pushable : "Pushable object" : "" [] -@SolidClass base(Mandatory, Angles, Global, CFuncConveyor, rendersettings, _minlight, ZHLT, appearflags) = func_conveyor : "Conveyor Belt" : "" -[ -] +@SolidClass base(Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_recharge : "Wall Battery recharger" : "" [] -@SolidClass base(Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_door : "Basic Door" : "" -[ -] +@SolidClass base(Mandatory, Target, appearflags) = func_tankcontrols : "Tank controls" : "" [] -@SolidClass base(Mandatory, Angles, Global, CDoorRotating, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_door_rotating : "Rotating Door" : "" -[ -] +@SolidClass base(Mandatory, Target, appearflags) = func_traincontrols : "Train Controls" : "" [] -@SolidClass base(Mandatory, Angles, Global, CFuncGunTarget, rendersettings, _minlight, ZHLT, appearflags) = func_guntarget : "" : "" -[ -] +@SolidClass base(Mandatory, Global, rendersettings, _minlight, ZHLT, appearflags) = func_wall : "Wall" : "" [] -@SolidClass base(Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_healthcharger : "Wall health recharger" : "" +@BaseClass = CEntfunc_wall_toggle [ + spawnflags(flags) = + [ + 1 : "Starts Invisible" : 0 : "" + ] ] -@SolidClass base(Mandatory) = func_ladder : "Ladder" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_wall_toggle, Global, rendersettings, _minlight, ZHLT, appearflags) = func_wall_toggle : "Toggleable geometry" : "" [] -@SolidClass base(Mandatory) = func_monsterclip : "Monster clip brush" : "" +@BaseClass = CEntfunc_water [ + skin(choices) : "Contents" : "-3" : "" = + [ + "-3" : "Water" : "" + "-4" : "Slime" : "" + "-5" : "Lava" : "" + ] + WaveHeight(float) : "Wave Height" : "3.2" : "" ] -@SolidClass base(Mandatory, Angles, Global, CFuncPushable, Breakable, Target, FireTargets, CBaseDelay, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_pushable : "Pushable object" : "" -[ -] +@SolidClass base(Mandatory, CEntfunc_water, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_water : "Liquid" : "" [] -@SolidClass base(Mandatory, Global, CFuncChargers, CReplacemetFile, rendersettings, _minlight, ZHLT, appearflags) = func_recharge : "Battery recharger" : "" -[ -] +@SolidClass base(Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = momentary_door : "Momentary/Continuous door" : "" [] -@SolidClass base(Mandatory, Target, appearflags) = func_tankcontrols : "Tank controls" : "" -[ -] +@SolidClass base(Mandatory, Master, appearflags) = trigger_autosave : "AutoSave Trigger" : "" [] -@SolidClass base(Mandatory, Target, appearflags) = func_traincontrols : "Train Controls" : "" +@BaseClass = CEnttrigger_gravity [ + gravity(float) : "Gravity (0-1)" : "1.0" : "" ] -@SolidClass base(Mandatory, Global, rendersettings, _minlight, ZHLT, appearflags) = func_wall : "Wall" : "" -[ -] +@SolidClass base(Mandatory, CEnttrigger_gravity, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags) = trigger_gravity : "Gravity Trigger" : "" [] -@SolidClass base(Mandatory, Global, rendersettings, _minlight, ZHLT, appearflags) = func_wall_toggle : "Toggleable geometry" : "" +@BaseClass = CEnttrigger_hurt [ spawnflags(flags) = [ - 1 : "Starts Invisible" : 0 : "" + 1 : "Target Once" : 0 : "" + 2 : "Start Off" : 0 : "" + 8 : "No clients" : 0 : "" + 16 : "Fire Clients Only" : 0 : "" + 32 : "TouchClientOnly" : 0 : "" + ] + dmg(integer) : "Damage" : "10" : "" + damagetype(choices) : "Damage" : "0" : "" = + [ + "0" : "GENERIC" : "" + "1" : "CRUSH" : "" + "2" : "BULLET" : "" + "4" : "SLASH" : "" + "8" : "BURN" : "" + "16" : "FREEZE" : "" + "32" : "FALL" : "" + "64" : "BLAST" : "" + "128" : "CLUB" : "" + "256" : "SHOCK" : "" + "512" : "SONIC" : "" + "1024" : "ENERGYBEAM" : "" + "16384" : "DROWN" : "" + "32768" : "PARALYSE" : "" + "65536" : "NERVEGAS" : "" + "131072" : "POISON" : "" + "262144" : "RADIATION" : "" + "524288" : "DROWNRECOVER" : "" + "1048576" : "CHEMICAL" : "" + "2097152" : "SLOWBURN" : "" + "4194304" : "SLOWFREEZE" : "" ] ] -@SolidClass base(Mandatory, Angles, Global, CFuncWater, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = func_water : "Liquid" : "" -[ -] - -@SolidClass base(Mandatory, Angles, Global, CDoor, CUnLockedSounds, Master, Target, FireTargets, CBaseDelay, rendersettings, CReplacemetFile, _minlight, ZHLT, appearflags) = momentary_door : "Momentary/Continuous door" : "" -[ -] - -@SolidClass base(Mandatory, Master) = trigger_autosave : "AutoSave Trigger" : "" -[ -] - -@SolidClass base(Mandatory, CTriggerGravity, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags) = trigger_gravity : "Trigger Gravity" : "" -[ -] +@SolidClass base(Mandatory, CEnttrigger_hurt, Target, Master, appearflags) = trigger_hurt : "Trigger player hurt" : "" [] -@SolidClass base(Mandatory, CTriggerHurt, Target, Master, appearflags) = trigger_hurt : "Trigger player hurt" : "" +@BaseClass = CEnttrigger_monsterjump [ + height(integer) : "Jump Height" : "128" : "" ] -@SolidClass base(Mandatory, Angle, CMonsterJump, Target, CBaseDelay, Master, appearflags) = trigger_monsterjump : "Trigger monster jump" : "" -[ -] +@SolidClass base(Mandatory, CEnttrigger_monsterjump, speed, Angle, Target, CBaseDelay, Master, appearflags) = trigger_monsterjump : "Trigger monster jump" : "" [] -@SolidClass base(Mandatory, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags) = trigger_once : "Activate once" : "" -[ -] +@SolidClass base(Mandatory, CTrigger, Target, FireTargets, CBaseDelay, Master, appearflags) = trigger_once : "Activate once" : "" [] -@SolidClass base(Mandatory, appearflags) = trigger_transition : "Select Transition Area" : "" -[ -] +@SolidClass base(Mandatory, appearflags) = trigger_transition : "Select Transition Area" : "" [] -@SolidClass = worldspawn : "World entity" : "" +@SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" : "" : "" skyname(sky) : "environment map (cl_skyname)" : "" : "" diff --git a/scripts/format_forge_game_data.py b/scripts/format_forge_game_data.py index c88958ee2..d981953f3 100644 --- a/scripts/format_forge_game_data.py +++ b/scripts/format_forge_game_data.py @@ -1,12 +1,12 @@ -# This python scripts does take information from some json files to generate the FGD file. import json import os -current_directory = os.path.dirname(os.path.abspath(__file__)) +wikiflags = {} -# Set to True if you want to cap some "choices" keyvalues (Note: this will significately increase the FGD size) ShouldCapChoices = False +current_directory = os.path.dirname(os.path.abspath(__file__)) + def FixString( string ): index = string.find( "<", 0 ) @@ -26,276 +26,317 @@ def FixString( string ): return string -def PrintClass( Folder, FGD ): +def WriteTable( html, Json, BaseClass ): + for key, args in Json.items(): + if key == "atributes": + if "base" in args: + BaseClasses = args.get( "base", "" ) + for NameType in BaseClasses.split(","): + NameType = NameType.strip() + if NameType in BaseClass: + WriteTable( html, BaseClass.get( NameType, {} ), BaseClass ) + continue + + if key == "spawnflags": + for FlagBit, FlagData in args.items(): + + WikiInfo = {} + + title = "" + if "title" in FlagData: + title = FlagData.get( "title", "" ) + WikiInfo[ "title" ] = title + + description = "" + if "description" in FlagData: + description = FlagData.get( "description", "" ) + WikiInfo[ "description" ] = description + + wikiflags[ int(FlagBit) ] = WikiInfo + continue + + html.write(f'\t\t\t{key}') + + default = "" + if "default" in args: + default = args.get("default", "") + html.write(f'{default}') + + type = "" + if "type" in args and not isinstance(args, str): + type = args.get("type", "") + if type == "cap": + type = "integer" + html.write(f'{type}') + + title = "" + if "title" in args: + title = args.get("title", "") + html.write(f'{title}') + + description = "" + if "description" in args: + description = args.get("description", "") + html.write(f'{description}\n') + + if type == "choices": + if "choices" in args: + choices = args.get("choices", {}) + for choice, args in choices.items(): + html.write(f'\t\t\t{key}') + html.write(f'{choice}') + html.write(f'') + html.write(f'{args.get("title", "")}') + html.write(f'{args.get("description", "")}\n') + +def ParseClass( FGD, Type, Name, ClassData, BaseClass, readme ): + HTMLFile = f'{current_directory}/../docs/entities/{Type}/{Name}.html' + + if Type != "Base": + with open( f"{HTMLFile}", 'w') as html: + wikiflags.clear() + readme.write(f'\t\t{Name}
\n') + + title = "" + description = "" + + if "atributes" in ClassData: + atributes = ClassData.get( "atributes", {} ) + if "title" in atributes: + title = atributes.get( "title", "" ) + if "description" in atributes: + description = atributes.get( "description", "" ) + html.write(f'\n\n\n\t\n\t\n\t{Name}\n\t\n\n\n\t

{Name}

\n\t

{title}

\n\t

{description}

\n\t

\n' ) + + HasBase = False + + if Type != "Base" and len(ClassData) > 1 and Name != "worldspawn": + ParseClass( FGD, "Base", f'CEnt{Name}', ClassData, BaseClass, readme ) + HasBase = True + + FGD.write( f'@{Type}Class ' ) + + if Type != "Base" or not Name.startswith( 'CEnt' ): + if "atributes" in ClassData: + atributes = ClassData.get( "atributes", {} ) + + if "color" in atributes: + FGD.write( f'color({atributes.get("color","255 255 255")}) ') + + if "size" in atributes: + FGD.write( f'size({atributes.get("size","")}) ') + + if "flags" in atributes: + FGD.write( f'flags({atributes.get("flags","")}) ') + + if "studio" in atributes: + studio = atributes.get("studio","") + if studio != "": + studio = f"\"{studio}\"" + FGD.write( f'studio({studio}) ') + if Type != "Base": + with open( f"{HTMLFile}", 'a') as html: + html.write( f'\t

studio model {studio}

\n' ) + + if "sprite" in atributes: + sprite = atributes.get("sprite","") + if sprite != "": + sprite = f"\"{sprite}\"" + FGD.write( f'sprite({sprite}) ') + if Type != "Base": + with open( f"{HTMLFile}", 'a') as html: + html.write( f'\t

sprite model {sprite}

\n' ) + + if "iconsprite" in atributes: + FGD.write( f'iconsprite("{atributes.get("iconsprite","")}") ') + + if Name != "worldspawn": + FGD.write( f'base(' ) + + # All entities support this + FGD.write( f'Mandatory' ) + + if HasBase: + FGD.write( f', CEnt{Name}' ) + + if "base" in atributes: + FGD.write( f', {atributes.get("base","")}') + + # All entities support this + FGD.write( f', appearflags' ) + + FGD.write( f') ') + + if Type != "Base": + with open( f"{HTMLFile}", 'a') as html: + html.write(f'\t

KeyValues

\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n') + + if Name != "worldspawn": + WriteTable( html, BaseClass.get( "Mandatory", {} ), BaseClass ) + if HasBase or Name == "worldspawn": + WriteTable( html, ClassData, BaseClass ) + if Name != "worldspawn": + WriteTable( html, BaseClass.get( "appearflags", {} ), BaseClass ) + html.write(f'\t\t\n\t\n\t
KeyValueTypeFGDDescription
\n') + + if Name != "worldspawn": + html.write(f'\t

Spawnflags

\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\n\t\t\n') + for FlagBit in sorted( wikiflags ): + wikiinfo = wikiflags[ FlagBit ] + + title = "" + if "title" in wikiinfo: + title = FixString( wikiinfo[ "title" ] ) + + description = "" + if "description" in wikiinfo: + description = FixString( wikiinfo[ "description" ] ) + + html.write(f'\t\t\t') + html.write(f'') + html.write(f'\n') + + html.write(f'\t\t\n\t\n\t
BitFGDDescription
{FlagBit}{title}{description}
\n') + + if "atributes" in ClassData: + atributes = ClassData.get( "atributes", {} ) + if "notes" in atributes: + html.write(f'

Notes

\n') + notes = atributes.get("notes", {}) + for num, note in notes.items(): + html.write(f'

{note}

\n') + + html.write('\n') + + FGD.write(f'= {Name}') + + if Type != "Base": + if "atributes" in ClassData: + atributes = ClassData.get( "atributes", {} ) + + Description = "" + if "description" in atributes: + Description = FixString( atributes.get( "description", "" ) ) + + Title = "" + if "title" in atributes: + Title = atributes.get( "title", "" ) + + if Name != "worldspawn": + FGD.write(f' : \"{Title}\" : \"{Description}\" []') + else: + FGD.write(f' : \"{Title}\"') + if Name != "worldspawn": + FGD.write(f'\n\n') + return + + FGD.write(f'\n[\n') + + for Key, KeyData in ClassData.items(): + if Key == "atributes": + continue + + KeyType = "" + if "type" in KeyData and not isinstance(KeyData, str): + KeyType = KeyData.get( "type", "" ) + elif Key == "spawnflags": + KeyType = "flags" + + if KeyType == "": + continue + + CapChoice = False + + if KeyType == "cap": + if ShouldCapChoices: + KeyType = "choices" + CapChoice = True + else: + KeyType = "integer" + + FGD.write(f'\t{Key}({KeyType}) ') + + if KeyType == "flags": + FGD.write(f'=\n\t[\n') + for FlagBit, FlagData in KeyData.items(): + Default = 0 + Description = "" + if "default" in FlagData: + Default = int(FlagData.get( "default", 0 )) + if "description" in FlagData: + Description = FixString( FlagData.get( "description", "" ) ) + FGD.write(f'\t\t{FlagBit} : \"{FlagData.get( "title", "" )}\" : {Default} : \"{Description}\"\n') + FGD.write(f'\t]\n') + continue + else: + Default = "" + Description = "" - Path = f'{current_directory}/../entitydata/{Folder}/' - JsonFiles = sorted(os.listdir(Path)) - for Base in JsonFiles: - with open( f"{Path}{Base}", 'r') as f: - data = json.load(f) - - for ClassName, ClassData in data.items(): - FGD.write(f'@{Folder} ') - if "BaseClass" in ClassData: - FGD.write(f'base({ClassData.get("BaseClass", "")}) ') - if "entcolor" in ClassData: - FGD.write(f'color({ClassData.get("entcolor", "")}) ') - if "entsize" in ClassData: - FGD.write(f'size({ClassData.get("entsize", "")}) ') - if "flags" in ClassData: - FGD.write(f'flags({ClassData.get("flags", "")}) ') - if "studio" in ClassData: - FGD.write(f'studio({ClassData.get("studio", "" )}) ') - if "sprite" in ClassData: - FGD.write(f'sprite({ClassData.get("sprite", "" )}) ') - if "iconsprite" in ClassData: - FGD.write(f'iconsprite({ClassData.get("iconsprite", "")}) ') - FGD.write(f'= {ClassName}') - - if Folder != "BaseClass": - Description = "" - if "description" in ClassData: - Description = FixString( ClassData.get( "description", "" ) ) - Title = "" - if "title" in ClassData: - Title = ClassData.get( "title", "" ) - - FGD.write(f' : \"{Title}\" : \"{Description}\"') + if "default" in KeyData: + Default = KeyData.get( "default", "" ) + if "description" in KeyData: + Description = FixString( KeyData.get( "description", "" ) ) - FGD.write(f'\n') - FGD.write('[\n') - - for ClassKey, ClassData in ClassData.items(): - if ClassKey in ["BaseClass","entcolor","entsize","flags","sprite","studio","iconsprite" ]: - continue - - KeyType = "" - if "type" in ClassData and not isinstance(ClassData, str): - KeyType = ClassData.get( "type", "" ) - elif ClassKey == "spawnflags": - KeyType = "flags" - - if KeyType == "": - continue - - CapChoice = False - - if KeyType == "cap": - if ShouldCapChoices: - KeyType = "choices" - CapChoice = True - else: - KeyType = "integer" - - FGD.write(f'\t{ClassKey}({KeyType}) ') - - if KeyType == "flags": - FGD.write(f'=\n\t[\n') - for FlagBit, FlagData in ClassData.items(): - Default = 0 - Description = "" - if "default" in FlagData: - Default = int(FlagData.get( "default", 0 )) - if "description" in FlagData: - Description = FixString( FlagData.get( "description", "" ) ) - FGD.write(f'\t\t{FlagBit} : \"{FlagData.get( "title", "" )}\" : {Default} : \"{Description}\"\n') - FGD.write(f'\t]\n') - continue - else: - Default = "" + FGD.write(f': \"{KeyData.get( "title", "" )}\" : \"{Default}\" : \"{Description}\"') + + if KeyType == "choices": + FGD.write(f' =\n\t[\n') + + if CapChoice: + for i in range( int(KeyData.get( "min", 0 )), int(KeyData.get( "max", 1 )) + 1 ): + FGD.write(f'\t\t{str(i)} : ') + FGD.write(f'"{str(i)}"\n') + else: + Choices = KeyData.get( "choices", {} ) + + for Choice, ChoiceData in Choices.items(): + Title = "" Description = "" + if "description" in ChoiceData: + Description = FixString( ChoiceData.get( "description", "" ) ) + if "title" in ChoiceData: + Title = ChoiceData.get( "title", "" ) + FGD.write(f'\t\t\"{Choice}\" : \"{Title}\" : \"{Description}\"\n') + + FGD.write(f'\t]\n') + else: + FGD.write(f'\n') + + FGD.write(f']\n\n') - if "default" in ClassData: - Default = ClassData.get( "default", "" ) - if "description" in ClassData: - Description = FixString( ClassData.get( "description", "" ) ) - - FGD.write(f': \"{ClassData.get( "title", "" )}\" : \"{Default}\" : \"{Description}\"') - - if KeyType == "choices": - FGD.write(f' =\n\t[\n') - - if CapChoice: - for i in range( int(ClassData.get( "min", 0 )), int(ClassData.get( "max", 1 )) + 1 ): - FGD.write(f'\t\t{str(i)} : ') - FGD.write(f'"{str(i)}"\n') - else: - Choices = ClassData.get( "choices", {} ) - - for Choice, ChoiceData in Choices.items(): - Title = "" - Description = "" - if "description" in ChoiceData: - Description = FixString( ChoiceData.get( "description", "" ) ) - if "title" in ChoiceData: - Title = ChoiceData.get( "title", "" ) - FGD.write(f'\t\t\"{Choice}\" : \"{Title}\" : \"{Description}\"\n') - - FGD.write(f'\t]\n') - else: - FGD.write(f'\n') - - FGD.write(']\n\n') - -def ParseKeyValueData(f, key, atributes, data): - if key in ["entsize", "entcolor", "studio", "iconsprite", "BaseClass", "spawnflags", "sprite" ]: - return - - f.write(f'{key}') - - default = "" - if "default" in atributes: - default = atributes.get("default", "") - f.write(f'{default}') - - type = "" - if "type" in atributes and not isinstance(atributes, str): - type = atributes.get("type", "") - if type == "cap": - type = "integer" - f.write(f'{type}') - - title = "" - if "title" in atributes: - title = atributes.get("title", "") - f.write(f'{title}') - - description = "" - if "description" in atributes: - description = atributes.get("description", "") -# f.write(f'{description}\n') - f.write(f'{description}\n') - - if "BaseClass" in atributes: - GetBaseClass(f, atributes, data) - - if type == "choices": - if "choices" in atributes: - choices = atributes.get("choices", {}) - for choice, args in choices.items(): - f.write(f'{key}') - f.write(f'{choice}') - f.write(f'') - f.write(f'{args.get("title", "")}') - f.write(f'{args.get("description", "")}\n') - -def GetBaseClass(f, entity_data, data): - with open( f'{current_directory}/../entitydata/BaseClass/BaseClass.json', 'r') as b: - BaseClassMain = json.load(b) - - if "BaseClass" in entity_data: - base = entity_data.get("BaseClass", "") - bases = base.split(",") - - for dsplit in bases: - gbase = dsplit.replace(" ", "") - if gbase in BaseClassMain: - baseclass = BaseClassMain.get(gbase, {}) - for key, args in baseclass.items(): - ParseKeyValueData(f, key, args, BaseClassMain) - -def PrintEntitiesToWiki( readme, Folder ): - - Path = f'{current_directory}/../entitydata/{Folder}Class/' - - JsonFiles = sorted( os.listdir( Path ) ) +def ParseType( Type, FGD, readme ): + Path = f'{current_directory}/../entitydata/{Type}Class/' + JsonFiles = sorted(os.listdir(Path)) for Base in JsonFiles: - with open( f"{Path}{Base}", 'r') as f: - data = json.load(f) - - for entity_name, entity_data in data.items(): - readme.write(f'\t\t{entity_name}
\n') - - print(f'{current_directory}/../docs/entities/{Folder}/{entity_name}.html') - with open(f'{current_directory}/../docs/entities/{Folder}/{entity_name}.html', 'w') as f: - - f.write('\n') - f.write('\n') - f.write('\n') - f.write('\t\n') - f.write('\t\n') - f.write(f'\t{entity_name}\n') - f.write('\t\n') - f.write('\n') - f.write('\n') - - f.write(f'\t

{entity_name}

\n') - f.write(f'\t

{entity_data.get("name", "")}

\n') - f.write(f'\t

{entity_data.get("description", "")}

\n') - f.write('\t

\n') - f.write('\t

KeyValues

\n') - f.write(f'\t\n') - f.write(f'\t\n') - f.write(f'\t\t\n') - f.write(f'\t\t\n') - f.write(f'\t\t\n') - f.write(f'\t\t\n') - f.write(f'\t\t\n') - f.write(f'\t\n') - - for key, args in entity_data.items(): - if key in ["Class", "name", "description", "notes", "BaseClass"]: - continue - - atributes = entity_data.get(key, {}) - - ParseKeyValueData(f, key, atributes, data) - GetBaseClass(f, entity_data, data) - - f.write(f'
KeyValueTypeFGDDescription
\n') - - if "notes" in entity_data: - f.write(f'

Notes

\n') - notes = entity_data.get("notes", {}) - for num, note in notes.items(): - f.write(f'

{note}

\n') - - f.write('\n') - -def GenerateWikiFile(): - - with open(f'{current_directory}/../docs/entities.html', 'w') as readme: - readme.write('\n') - readme.write('\n') - readme.write('\n') - readme.write('\t\n') - readme.write('\t\n') - readme.write('\tWiki\n') - readme.write('\t\n') - readme.write('\t\n') - readme.write('\n') - readme.write('\n') - readme.write('
\n') - readme.write('\t

Point:

\n') - PrintEntitiesToWiki( readme, "Point" ) - readme.write('
\n') - readme.write('
\n') - readme.write('\t

Solid:

\n') - PrintEntitiesToWiki( readme, "Solid" ) - readme.write('
\n') - readme.write('\n') - readme.write('\n') + Json = f'{Path}{Base}' + with open( f"{Json}", 'r') as js: + data = json.load(js) + for Name, ClassData in data.items(): + if Name == "infodecal": + FGD.write(f'@PointClass decal() base(Mandatory, Appearflags) = infodecal : "Decal"\n[\n\ttexture(decal)\n]\n\n') + continue + ParseClass( FGD, Type, Name, ClassData, BaseClass, readme ) if __name__ == "__main__": FGDFile = f"{current_directory}/../game/dev/limitlesspotential.fgd" + BaseClassFile = f"{current_directory}/../entitydata/BaseClass.json" + DocMainFile = f"{current_directory}/../docs/entities.html" + + with open( FGDFile, 'w') as FGD, open( BaseClassFile, 'r') as BaseClassF, open( DocMainFile, 'w') as readme: + + readme.write('\n\n\n\t\n\t\n\tWiki\n\t\n\t\n\n\n
Updating Entity wiki
\n
\n\t

Point:

\n') - print(f"File at \"{FGDFile}\"\n") + BaseClass = json.load( BaseClassF ) - GenerateWikiFile() + for Name, ClassData in BaseClass.items(): + if Name == "END": + continue - with open( FGDFile, 'w') as FGD: - PrintClass( "BaseClass", FGD ) - PrintClass( "PointClass", FGD ) - PrintClass( "SolidClass", FGD ) + ParseClass( FGD, "Base", Name, ClassData, BaseClass, readme ) + ParseType( "Point", FGD, readme ) + readme.write('
\n
\n\t

Solid:

\n') + ParseType( "Solid", FGD, readme ) + readme.write('
\n\n\n')