Template:PatchDiff/May 08, 2012 Patch/bin/halflife2.fgd

N/A 1 //====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======  N/A 2 //   N/A 3 // Purpose: Half-Life 2 game definition file (.fgd)   N/A 4 //   N/A 5 //=============================================================================   N/A 6    N/A 7 @include "base.fgd"   N/A 8    N/A 9 //-   N/A 10 //   N/A 11 // NPCs   N/A 12 //   N/A 13 //-   N/A 14 @BaseClass base(BaseNPC) = TalkNPC   N/A 15 [   N/A 16        UseSentence(string) : "Use Sentence"   N/A 17        UnUseSentence(string) : "Un-Use Sentence"   N/A 18    N/A 19        DontUseSpeechSemaphore(choices) : "Don't Use Speech Semaphore" : 0 : "Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks." =  N/A 20        [   N/A 21                0 : "No (Use speech semaphore)"   N/A 22                1 : "Yes (Don't use speech semaphore)"   N/A 23        ]   N/A 24    N/A 25        input SpeakResponseConcept(string) : "Speak the specified response concept." N/A 26 ]  N/A 27    N/A 28 @BaseClass base(BaseNPC) = PlayerCompanion   N/A 29 [   N/A 30        input OutsideTransition(void) : "Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type." N/A 31       input EnableAlwaysTransition(void) : "Enable the 'always transition' behavior"   N/A 32        input DisableAlwaysTransition(void) : "Disable the 'always transition' behavior"   N/A 33    N/A 34        input EnableSpeakWhileScripting(void) : "Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active." N/A 35       input DisableSpeakWhileScripting(void) : "Cancels this NPC's ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting." N/A 36   N/A 37        AlwaysTransition(boolean) : "Always transition" : "No" : "If yes, this NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition volume." N/A 38   N/A 39        DontPickupWeapons(boolean) : "Prevent picking up weapons?" : "No" : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." N/A 40   N/A 41        GameEndAlly(boolean) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed." N/A 42   N/A 43        input MakeGameEndAlly(void) : "Make this NPC a game end ally." N/A 44       input MakeRegularAlly(void) : "Make this NPC a regular ally." N/A 45   N/A 46        input EnableWeaponPickup(void) : "Enable Weapon Pickup"   N/A 47        input DisableWeaponPickup(void) : "Disable Weapon Pickup"   N/A 48    N/A 49        input GiveWeapon(string) : "Gives the NPC a weapon of the specified entity name." N/A 50   N/A 51        input SetReadinessPanic(void) : "Set readiness to panic state (Special)"   N/A 52        input SetReadinessLow(void) : "Set readiness to calmest state (Bored)"   N/A 53        input SetReadinessMedium(void) : "Set readiness to moderate (Alert)"   N/A 54        input SetReadinessHigh(void) : "Set readiness to highest. (Combat imminent)"   N/A 55        input LockReadiness(float) : "Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now"   N/A 56    N/A 57        input ClearAllOutputs(void) : "Obliterate every output that this NPC has." N/A 58   N/A 59        output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground or a gun rack." N/A 60 ]  N/A 61    N/A 62 @BaseClass base(BaseNPC ) = RappelNPC   N/A 63 [   N/A 64        waitingtorappel(boolean) : "Waiting to Rappel?" : "No" : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward"  N/A 65    N/A 66        // Inputs   N/A 67        input BeginRappel(void) : "BeginRappel"   N/A 68    N/A 69        // Outputs   N/A 70        output OnRappelTouchdown(void) : "Fires when done rappeling"   N/A 71 ]   N/A 72    N/A 73 @BaseClass = AlyxInteractable   N/A 74 [   N/A 75        // Outputs   N/A 76        output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity." N/A 77       output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity." N/A 78   N/A 79        input InteractivePowerDown(void) : "Shutdown this target." N/A 80 ]  N/A 81    N/A 82 @BaseClass base(Targetname, Origin, Angles, Global) = CombineBallSpawners   N/A 83 [   N/A 84        spawnflags(Flags) =   N/A 85        [   N/A 86                4096 : "Start inactive" : 1   N/A 87                8192 : "Combine power supply" : 0   N/A 88        ]   N/A 89    N/A 90        ballcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner"   N/A 91        minspeed(float) : "Min ball speed" : "300.0" : "The minimum speed of balls that fly in the spawner"   N/A 92        maxspeed(float) : "Max ball speed" : "600.0" : "The maximum speed of balls that fly in the spawner"   N/A 93        ballradius(float) : "Ball radius" : "20.0" : "The radius of the energy balls"   N/A 94        balltype(choices) : "Ball Type" : "Combine Energy Ball 1" =   N/A 95        [   N/A 96                0 : "Combine Energy Ball 1"   N/A 97                1 : "Combine Energy Ball 2"   N/A 98                2 : "Combine Energy Ball 3"   N/A 99        ]   N/A 100        ballrespawntime(float) : "Ball Respawn Time" : "4.0f" : "The energy balls respawn time"   N/A 101    N/A 102        input Enable(void) : "Enable spawning of combine balls"   N/A 103        input Disable(void) : "Disable spawning of combine balls"   N/A 104    N/A 105        output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon"   N/A 106        output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"   N/A 107        output OnBallHitTopSide(void) : "Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)"   N/A 108        output OnBallHitBottomSide(void) : "Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)"   N/A 109        output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"   N/A 110        output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"   N/A 111 ]   N/A 112    N/A 113 @PointClass base(BasePropPhysics) studioprop = prop_combine_ball :   N/A 114        "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+  N/A 115        "or other constraints. It can also be configured to break when it takes enough damage."  N/A 116 [   N/A 117        // Inputs   N/A 118        input Explode(void) : "Explode"   N/A 119 ]   N/A 120    N/A 121 @SolidClass base(Trigger, Angles) = trigger_physics_trap :   N/A 122        "A volumetric trigger that disintegrates enemies"   N/A 123 [   N/A 124        dissolvetype(choices) : "Dissolve Type" : "Energy" =   N/A 125        [   N/A 126                0 : "Energy"   N/A 127                1 : "Heavy electrical"   N/A 128                2 : "Light electrical"   N/A 129        ]   N/A 130 ]   N/A 131    N/A 132 @SolidClass base(Trigger) = trigger_weapon_strip :   N/A 133        "A volumetric trigger that strips combat characters of all weapons"   N/A 134 [   N/A 135        KillWeapons(boolean) : "Kill Weapons" : "No"   N/A 136 ]   N/A 137 @SolidClass base(CombineBallSpawners) = func_combine_ball_spawner :   N/A 138    "Spawns Combine balls." N/A 139 [  N/A 140        output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"   N/A 141        output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"   N/A 142 ]   N/A 143    N/A 144 @PointClass base(CombineBallSpawners) = point_combine_ball_launcher :   N/A 145        "Launches Combine balls." N/A 146 [  N/A 147        launchconenoise(float) : "Noise to launch direction" : "0.0" : "Noise in degrees added to the launch direction." N/A 148       bullseyename(string) : "Name of bullseye" : "" : "If you select the Attach Bullseye spawnflag, you may specify a name here which will be given to the bullseye." N/A 149       maxballbounces(integer) : "Max number of bounces" : 8 : "Maximum number of bounces the balls are allowed to do before they are removed." N/A 150   N/A 151        spawnflags(Flags) =   N/A 152        [   N/A 153                1 : "Attach Bullseye" : 0   N/A 154                2 : "Balls should collide against player" : 0   N/A 155        ]   N/A 156    N/A 157    // Inputs   N/A 158        input LaunchBall(void) : "Launch a ball from the spawner." N/A 159 ]  N/A 160 @PointClass base(BaseNPC, Parentname, AlyxInteractable) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_turret_ground : "Combine ground turret"   N/A 161 [   N/A 162        input Enable(void) : "Turn turret on." N/A 163       input Disable(void) : "Turn turret off." N/A 164   N/A 165        output OnAreaClear(void) : "Fires when the turret can't find any more enemies (7 second delay)"   N/A 166 ]   N/A 167 @PointClass base(Targetname, Angles) studio( "models/combine_turrets/floor_turret.mdl" ) = npc_turret_floor : "Combine Floor Turret"   N/A 168 [   N/A 169        spawnflags(Flags) =   N/A 170        [   N/A 171                32 : "Autostart" : 0   N/A 172                64 : "Start Inactive" : 0   N/A 173                128 : "Fast Retire" : 0   N/A 174                256 : "Out of Ammo" : 0   N/A 175                512 : "Citizen modified (Friendly)" : 0   N/A 176        ]   N/A 177    N/A 178        SkinNumber(integer) : "Skin Number" : 0 : "Which skin to use for this turret. Set to 0 to select randomly." N/A 179   N/A 180        // Inputs   N/A 181        input Toggle(void) : "Toggle - If open, close. If closed, open." N/A 182       input Enable(void) : "Enable the turret." N/A 183       input Disable(void) : "Disable the turret." N/A 184       input DepleteAmmo(void) : "Depletes all the ammo from a turret, causing it to dry-fire." N/A 185       input RestoreAmmo(void) : "Restores ammo to a turret, allowing it to fire live rounds again." N/A 186       input SelfDestruct(void) : "Causes the turret to warn and then explode." N/A 187   N/A 188        // Outputs   N/A 189        output OnDeploy(void) : "Turret is becoming active and dangerous." N/A 190       output OnRetire(void) : "Turret is becoming inactive and harmless." N/A 191       output OnTipped(void) : "Turret has been tipped over and is inactive." N/A 192       output OnExplode(void) : "Turret has exploded." N/A 193       output OnPhysGunPickup(void) : "Picked up with physgun"   N/A 194        output OnPhysGunDrop(void) : "Released by physgun"   N/A 195 ]   N/A 196    N/A 197 @NPCClass base(Parentname, BaseNPC) iconsprite("editor/bullseye.vmt") color(255 0 0) = npc_bullseye : "Bullseye"   N/A 198 [   N/A 199        // Unlike other NPCs level designers are allowed to set the health on bullseyes   N/A 200        health(Integer) : "Health" : 35   N/A 201    N/A 202        minangle(string) : "Minimum Angle" : "360" : "Angle from the bullseye required for bullseye to be a valid enemy"   N/A 203        mindist(string) : "Minimum Distance" : "0" : "Distance from the bullseye required for bullseye to be a valid enemy"   N/A 204        alwaystransmit(boolean) : "Always Transmit" : "0" : "Always transmit this entity to the client." N/A 205   N/A 206        autoaimradius(float) : "Autoaim Radius" : "0" : "Radius of autoaim influence. Use ent_autoaim to visualize." N/A 207   N/A 208        spawnflags(Flags) =   N/A 209        [   N/A 210                65536   : "Not Solid" : 0   N/A 211                131072  : "Take No Damage" : 0   N/A 212                262144  : "Enemy Damage Only" : 0   N/A 213                524288  : "Bleed" : 0   N/A 214                1048576 : "Perfect Accuracy" : 0   N/A 215                2097152 : "Collide against physics objects (Creates VPhysics Shadow)" : 0   N/A 216        ]   N/A 217        output OnTargeted(void) : "Fires when targeted"   N/A 218        output OnReleased(void) : "Fires when no longer targeted"   N/A 219 ]   N/A 220    N/A 221    N/A 222 @NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder : "EnemyFinder"   N/A 223 [   N/A 224        spawnflags(flags) =   N/A 225        [   N/A 226                65536 : "Check Visibility" : 1   N/A 227                131072 : "APC Visibility checks" : 0   N/A 228                262144 : "Short memory" : 0   N/A 229                524288  : "Can be an enemy" : 0   N/A 230        ]   N/A 231        FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)"   N/A 232        MinSearchDist(integer) : "Min Search Dist" : 0   N/A 233        MaxSearchDist(integer) : "Max Search Dist" : 2048   N/A 234    N/A 235        freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted"   N/A 236        freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"   N/A 237        freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"   N/A 238        freepass_refillrate(float) : "Player pass refill rate" : "0.5" : "After free pass begins expiring, how much the time the target gets back for every second they hide again"   N/A 239        freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"   N/A 240    N/A 241        StartOn(boolean) : "Start On" : 1   N/A 242    N/A 243        // Inputs   N/A 244        input TurnOn(void) : "Turn on: Look for enemies"   N/A 245        input TurnOff(void) : "Turn off: Stop looking for enemies"   N/A 246    N/A 247        output OnLostEnemies(void) : "Fires when the enemy finder has no enemies." N/A 248       output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies." N/A 249 ]  N/A 250    N/A 251 @NPCClass base(BaseNPC) = npc_spotlight : "Spotlight"   N/A 252 [   N/A 253        spawnflags(Flags) =   N/A 254        [   N/A 255                65536  :  "Start Track On" : 1   N/A 256                131072 :  "Start Light On" : 1   N/A 257                262144 :  "No Dynamic Light" : 0   N/A 258                524288 :  "Never Move" : 0   N/A 259        ]   N/A 260    N/A 261        health(Integer) : "Health" : 100   N/A 262        YawRange(integer) : "YawRange" : 90   N/A 263        PitchMin(integer) : "PitchMin" : 35   N/A 264        PitchMax(integer) : "PitchMax" : 50   N/A 265        IdleSpeed(integer) : "IdleSpeed" : 2   N/A 266        AlertSpeed(integer) : "AlertSpeed" : 5   N/A 267        spotlightlength(integer) : "SpotlightLength" : 500   N/A 268        spotlightwidth(integer) : "SpotlightWidth" : 50   N/A 269        rendercolor(color255) : "Color (R G B)" : "255 255 255"   N/A 270    N/A 271        // Inputs   N/A 272        input LightOn(void) : "LightOn"   N/A 273        input LightOff(void) : "LightOff"   N/A 274        input TrackOn(void) : "TrackOn"   N/A 275        input TrackOff(void) : "TrackOff"   N/A 276    N/A 277        // Outputs   N/A 278        output OnAlert(void) : "Fires when the spotlight alerted by sound"   N/A 279        output DetectedEnemy(string) : "Outputs enemy entity when spotlight finds and starts tracking enemy"   N/A 280        output LostEnemy(string) : "Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists"   N/A 281        output SquadDetectedEnemy(string) : "Outputs enemy entity when squad finds and starts tracking enemy"   N/A 282        output SquadLostEnemy(string) : "Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists"   N/A 283        output LightPosition(string) : "Position of the end of the spotlight beam"   N/A 284 ]   N/A 285    N/A 286 @PointClass base(BaseNPC, RenderFields, Shadow) studio = monster_generic : "Generic Script NPC"   N/A 287 [   N/A 288        spawnflags(Flags) =   N/A 289        [   N/A 290                65536 : "Not solid" : 0   N/A 291        ]   N/A 292        model(studio) : "Model"   N/A 293        body(Integer) : "Body" : 0   N/A 294 ]   N/A 295    N/A 296    N/A 297 @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio = generic_actor : "Generic Actor NPC"   N/A 298 [   N/A 299        model(studio) : "Model"   N/A 300    N/A 301        hull_name(choices) : "Hull type" : "Human" =   N/A 302        [   N/A 303                "HUMAN_HULL" : "Human"   N/A 304                "WIDE_HUMAN_HULL" : "Wide"   N/A 305                "TINY_HULL" : "Tiny"   N/A 306                "MEDIUM_HULL" : "Medium"   N/A 307                "LARGE_HULL" : "Large"   N/A 308        ]   N/A 309 ]   N/A 310    N/A 311 @PointClass base(BaseNPC, RenderFields, Shadow) studio = cycler_actor : "Actor Cycler"   N/A 312 [   N/A 313        model(studio) : "Model"   N/A 314        Sentence(string) : "Sentence Group" : ""   N/A 315    N/A 316        input Alpha(integer) : "Set Alpha Value"   N/A 317 ]   N/A 318    N/A 319 @PointClass base(Angles, BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_maker : "NPC Maker"   N/A 320 [   N/A 321        spawnflags(Flags) =   N/A 322        [   N/A 323                16 : "Fade Corpse" : 0   N/A 324        ]   N/A 325    N/A 326        NPCType(npcclass) : "Class name of spawned NPC"   N/A 327        NPCTargetname(string) : "Childrens' Name"   N/A 328        NPCSquadname(string) : "Childrens' Squad Name"   N/A 329        NPCHintGroup(string) : "Childrens' Hint Group"   N/A 330    N/A 331        additionalequipment(choices) : "Weapons" : "0" =   N/A 332        [   N/A 333                "weapon_pistol" : "Pistol"   N/A 334                "weapon_ar2" : "AR2"   N/A 335                "weapon_shotgun" : "Shotgun"   N/A 336                "weapon_smg1" : "SMG1"   N/A 337                "weapon_stunstick" : "Stun Stick"   N/A 338                "weapon_annabelle"        :"Grigori's Shotgun"   N/A 339                "0" : "Nothing"   N/A 340        ]   N/A 341 ]   N/A 342    N/A 343 //-   N/A 344 //   N/A 345 // Player Control Entities   N/A 346 //   N/A 347 //-   N/A 348    N/A 349 @BaseClass base(Targetname) size(-10 -10 -10, 10 10 10) color(255 0 255) = player_control   N/A 350 [   N/A 351        // Inputs   N/A 352        input Activate(void) : "Turns on"   N/A 353        input Deactivate(void) : "Turns off"   N/A 354        input SetThrust(string) : "Set Thrust"   N/A 355        input SetSideThrust(string)  : "Set Side Thrust"   N/A 356 ]   N/A 357    N/A 358    N/A 359 //-   N/A 360 //   N/A 361 // Scripted Events   N/A 362 //   N/A 363 //-   N/A 364    N/A 365 @BaseClass base(Targetname, Parentname, Angles) color(255 0 255) sphere(m_flRadius) = BaseScripted   N/A 366 [   N/A 367        m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script." N/A 368       m_iszIdle(string) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation." N/A 369       m_iszEntry(string) : "Entry Animation" : "" : "The name of the sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play when the sequence starts, before transitioning to play the main action sequence." N/A 370       m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play." N/A 371       m_iszPostIdle(string) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation." N/A 372       m_iszCustomMove(string) : "Custom Move Animation" : "" : "Used in conjunction with the 'Custom movement' setting for the 'Move to Position' property, specifies the sequence (such as 'crouch_run01') or activity (such as 'ACT_RUN') to use while moving to the scripted position." N/A 373       m_bLoopActionSequence(boolean) : "Loop Action Animation?" : 0  N/A 374        m_bSynchPostIdles(boolean) : "Synch Post Idles?" : 0  N/A 375    N/A 376        m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere." N/A 377       m_flRepeat(integer) : "Repeat Rate ms" : 0   N/A 378        m_fMoveTo(Choices) : "Move to Position" : 1 =   N/A 379        [   N/A 380                0 : "No"   N/A 381                1 : "Walk"   N/A 382                2 : "Run"   N/A 383                3 : "Custom movement"   N/A 384                4 : "Instantaneous"   N/A 385                5 : "No - Turn to Face"   N/A 386        ]   N/A 387        m_iszNextScript(target_destination) : "Next Script" : : "The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts." N/A 388       m_bIgnoreGravity(boolean) : "Ignore Gravity on NPC during script" : 0 : "If this is set to 'Yes', the NPC will not be subject to gravity while playing this script." N/A 389   N/A 390        m_bDisableNPCCollisions(boolean) : "Disable NPC collisions during script" : 0 : "Useful for when NPCs playing scripts must interpenetrate while riding on trains, elevators, etc. This only disables collisions between the NPCs in the script and must be enabled on BOTH scripted_sequences." N/A 391   N/A 392    N/A 393        // Inputs   N/A 394        input BeginSequence(void) : "Summons an NPC to act out the scripted sequence." N/A 395       input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered." N/A 396       input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation." N/A 397   N/A 398        // Outputs   N/A 399        output OnBeginSequence(void) : "Fires when the action animation begins playing." N/A 400       output OnEndSequence(void) : "Fires when the action animation completes." N/A 401       output OnCancelSequence(void) : "Fires when the sequence is cancelled." N/A 402       output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)." N/A 403       output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC." N/A 404       output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC." N/A 405       output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC." N/A 406       output OnScriptEvent04(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC." N/A 407       output OnScriptEvent05(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC." N/A 408       output OnScriptEvent06(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC." N/A 409       output OnScriptEvent07(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC." N/A 410       output OnScriptEvent08(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC." N/A 411 ]  N/A 412    N/A 413 @PointClass sphere iconsprite("editor/scripted_sentence.vmt") base(Targetname) = scripted_sentence : "Scripted Sentence"   N/A 414 [   N/A 415        spawnflags(Flags) =   N/A 416        [   N/A 417                1 : "Fire Once"  : 1   N/A 418                2 : "Followers Only" : 0   N/A 419                4 : "Interrupt Speech" : 1   N/A 420                8 : "Concurrent" : 0   N/A 421                16 : "Speak to Activator" : 1   N/A 422        ]   N/A 423    N/A 424        sentence(string) : "Sentence Name" : ""   N/A 425        entity(string) : "Speaker Type"   N/A 426        delay(string) : "Additional Sentence Time" : "0"   N/A 427        radius(integer) : "Search Radius" : 512   N/A 428        refire(string) : "Delay Before Refire" : "3"   N/A 429        listener(string) : "Listener Type"   N/A 430        volume(string) : "Volume 0-10" : "10"   N/A 431        attenuation(Choices) : "Sound Radius" : 0 =   N/A 432        [   N/A 433                0 : "Small Radius"   N/A 434                1 : "Medium Radius"   N/A 435                2 : "Large  Radius"   N/A 436                3 : "Play Everywhere"   N/A 437        ]   N/A 438    N/A 439        // Inputs   N/A 440        input BeginSentence(void) : "Starts the scripted sentence." N/A 441   N/A 442        // Outputs   N/A 443        output OnBeginSentence(void) : "Fires when the sentence begins"   N/A 444        output OnEndSentence(void) : "Fires when the sentence ends"   N/A 445 ]   N/A 446    N/A 447 @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt")  = scripted_target : "Scripted Target"   N/A 448 [   N/A 449        StartDisabled(boolean) : "Start Disabled" : 1   N/A 450    N/A 451        m_iszEntity(npcclass) : "Target NPC"   N/A 452        m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere." N/A 453   N/A 454        MoveSpeed(integer) : "Move Speed" : 5                        // How quickly should target move between scripted targets   N/A 455        PauseDuration(integer) : "Pause Duration" : 0                // How long should target pause at scripted target   N/A 456        EffectDuration(integer) : "Effect Duration" : 2                // How long should any associated effect last   N/A 457    N/A 458        target(target_destination) : "Next Target"                // Next scripted target   N/A 459    N/A 460        // Inputs   N/A 461        input Enable(void) : "Enable this entity"   N/A 462        input Disable(void) : "Disable this entity"   N/A 463    N/A 464        // Outputs   N/A 465        output AtTarget(void) : "Fires when NPC reaches this target"   N/A 466        output LeaveTarget(void) : "Fires when NPC leaves this target"   N/A 467 ]   N/A 468    N/A 469 @PointClass base(Targetname) iconsprite("editor/ai_relationship.vmt") sphere = ai_relationship :   N/A 470        "AI Relationship - Sets relationships between groups of NPCs in the AI." N/A 471 [  N/A 472        subject(target_name_or_class) : "Subject(s)" : "" : "This is the NPC(s) whose disposition will change. May be a targetname or a classname." N/A 473       target(target_name_or_class) : "Target(s)" : "" : "This is the NPC(s) about whom the Subject(s) will change their disposition. May be a tarGetname or a classname." N/A 474       disposition(choices) : "Disposition" : 3 : "Choose the way the Subject(s) should feel about the Target(s)" =   N/A 475        [   N/A 476                // These MUST match the enum in the code! (basecombatcharacter.h)  N/A 477                1 : "Hate"   N/A 478                2 : "Fear"   N/A 479                3 : "Like"   N/A 480                4 : "Neutral"   N/A 481        ]   N/A 482    N/A 483        radius(float) : "Radius for subject" : 0   N/A 484    N/A 485        rank(integer) : "Disposition Priority" : 0 : "How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling." N/A 486   N/A 487        StartActive(boolean) : "Start Active" : 0   N/A 488    N/A 489        Reciprocal(boolean) : "Reciprocal" : 0 : "Set this to YES to have the new relationship mirrored by Target"   N/A 490    N/A 491        spawnflags(flags) =   N/A 492        [   N/A 493                1 : "Notify subject of target's location" : 0   N/A 494                2 : "Notify target of subject's location" : 0   N/A 495        ]   N/A 496    N/A 497        // Inputs   N/A 498        input ApplyRelationship(void) : "Apply relationship changes. This will change all Subject entities' relationships to all Target entities. \n\nIMPORTANT: Once you ApplyRelationships, this entity is then 'ALWAYS ON' until you send a Disable input or RevertRelationship input. During the time this entity is 'ON', any entities that spawn who match the Subject or Target names will be affected. \n\nIMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided."  N/A 499    N/A 500        input RevertRelationship(void) : "Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set)."  N/A 501        input RevertToDefaultRelationship(void) : "Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code."  N/A 502 ]   N/A 503    N/A 504 @PointClass base(Targetname) = ai_ally_manager : "AI Ally Manager"   N/A 505 [   N/A 506        maxallies(integer) : "Maximum number of allies" : 5   N/A 507        maxmedics(integer) : "Maximum number of medics" : 1   N/A 508    N/A 509        // Inputs   N/A 510        input SetMaxAllies(integer) : "Set maximum number of allies"   N/A 511        input SetMaxMedics(integer) : "Set maximum number of medic allies"   N/A 512        input Replenish(void) : "Replenish player allies"   N/A 513    N/A 514        // Outputs   N/A 515        output SpawnMedicAlly(void) : "Spawn Medic Ally"   N/A 516        output SpawnAlly0(void) : "Spawn Ally 0"   N/A 517        output SpawnAlly1(void) : "Spawn Ally 1"   N/A 518        output SpawnAlly2(void) : "Spawn Ally 2"   N/A 519        output SpawnAlly3(void) : "Spawn Ally 3"   N/A 520        output SpawnAlly4(void) : "Spawn Ally 4"   N/A 521        output SpawnAlly5(void) : "Spawn Ally 5"   N/A 522        output SpawnAlly6(void) : "Spawn Ally 6"   N/A 523        output SpawnAlly7(void) : "Spawn Ally 7"   N/A 524        output SpawnAlly8(void) : "Spawn Ally 8"   N/A 525        output SpawnAlly9(void) : "Spawn Ally 9"   N/A 526    N/A 527        output OnZeroAllies(void) : "Fires when there are no more allies"   N/A 528        output OnZeroMedicAllies(void) : "Fires when there are no more allies"   N/A 529 ]   N/A 530    N/A 531 @BaseClass base(Targetname) = LeadGoalBase   N/A 532 [   N/A 533        actor(target_name_or_class) : "Actor(s) to affect"   N/A 534        goal(string) : "Target Entity"   N/A 535        WaitPointName(target_destination) : "Point to wait at if the target's not visible"   N/A 536        WaitDistance(float) : "Wait until player gets this close"   N/A 537        LeadDistance(float) : "Lead Distance" : "64" : "The player is considered to be lagging if he's beyond this distance. The Actor will consider retrieving when the player is 4x 'Lead Distance' away."  N/A 538        RetrieveDistance(float) : "Retrieve Distance" : "96" : "The distance from the player that the NPC should return to when retrieving a lagging player. Must be between ('Lead Distance' + 24) and ('Lead Distance' * 4) to avoid the leader ping-ponging."  N/A 539        SuccessDistance(float) : "Success Distance" : "0" : "The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it'll use the lead distance instead (for legacy support)."  N/A 540        Run(boolean) : "Run instead of Walk" : "0"   N/A 541    N/A 542        Retrieve(choices) : "Retrieve player?" : 1 =   N/A 543        [   N/A 544                0 : "No, just idle and wait"   N/A 545                1 : "Yes, move to retrieve"   N/A 546        ]          N/A 547        ComingBackWaitForSpeak(choices) : "Before Coming Back, Wait for speech?" : 1 =   N/A 548        [   N/A 549                0 : "No, come back while speaking"   N/A 550                1 : "Yes, wait for speech to finish"   N/A 551        ]   N/A 552        RetrieveWaitForSpeak(choices) : "On Retrieve, Wait for speech?" : 1 =   N/A 553        [   N/A 554                0 : "No, start leading while speaking"   N/A 555                1 : "Yes, wait for speech to finish"   N/A 556        ]   N/A 557        DontSpeakStart(choices) : "Speak start greeting?" : 0 =  N/A 558        [   N/A 559                0 : "Yes, speak the start greeting"   N/A 560                1 : "No, don't speak the greeting"   N/A 561        ]   N/A 562        LeadDuringCombat(choices) : "Lead during combat?" : 0 =  N/A 563        [   N/A 564                0 : "No. Stop to fight, resume leading when safe." N/A 565               1 : "Yes, lead while fighting." N/A 566       ]   N/A 567        GagLeader(choices) : "Gag Leader?" : 0 =  N/A 568        [   N/A 569                0 : "No. Speak lead concepts normally, respecting other lead speech settings." N/A 570               1 : "Yes, don't speak any lead concepts at all, overriding all other lead speech settings." N/A 571       ]   N/A 572    N/A 573        AttractPlayerConceptModifier(string)        : "Attract player concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken." N/A 574       WaitOverConceptModifier(string)                : "Player wait over concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_WAITOVER' concept is spoken." N/A 575       ArrivalConceptModifier(string)                : "Arrival concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken." N/A 576       PostArrivalConceptModifier(string)        : "Post-arrival concepts modifier"   N/A 577        SuccessConceptModifier(string)                : "Success concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken." N/A 578       FailureConceptModifier(string)                : "Failure concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken." N/A 579       ComingBackConceptModifier(string)        : "Coming Back concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_RETRIEVE' concept is spoken. Spoken as the NPC starts returning to the player to retrieve him." N/A 580       RetrieveConceptModifier(string)                : "Retrieve concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_COMINGBACK' concept is spoken. Spoken when NPC has finally reached the player to retrieve him." N/A 581   N/A 582        // Spawnflags   N/A 583        spawnflags(Flags) =   N/A 584        [   N/A 585                1 : "No def success" : 0   N/A 586                2 : "No def failure" : 0   N/A 587                4 : "Use goal facing" : 1   N/A 588        ]   N/A 589    N/A 590        // Inputs   N/A 591        input Activate( void )  : "Begin the leading behavior"   N/A 592        input Deactivate( void )  : "Stop the leading behavior"   N/A 593    N/A 594        input SetSuccess( void ) : "Notify success of leading"   N/A 595        input SetFailure( void ) : "Notify failure of leading"   N/A 596    N/A 597        // Outputs   N/A 598        output OnArrival( void ) : "Fires when NPC reaches the lead point"   N/A 599        output OnArrivalDone( void ) : "Fires when NPC has played out any arrival speech"   N/A 600        output OnSuccess( void ) : "Fires when NPC achieves the goal"   N/A 601        output OnFailure( void ) : "Fires when NPC fails to achieves the goal"   N/A 602        output OnDone( void ) : "Fires when NPC completes behavior (any post-success or fail acting is complete)"   N/A 603 ]   N/A 604    N/A 605 @PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead : "AI Goal Lead"   N/A 606 [   N/A 607        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =  N/A 608        [   N/A 609                0 : "Entity Name"   N/A 610                1 : "Classname"   N/A 611        ]   N/A 612 ]   N/A 613    N/A 614 @PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead_weapon :   N/A 615        "AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target." N/A 616 [  N/A 617        WeaponName(choices) : "Weapon" : "weapon_bugbait" =   N/A 618        [   N/A 619                "weapon_bugbait" : "Bugbait"   N/A 620                "weapon_smg1" : "SMG1"   N/A 621                "weapon_ar2"  : "AR2"   N/A 622        ]   N/A 623    N/A 624        MissingWeaponConceptModifier(string) : "Missing weapon concept modifier"   N/A 625    N/A 626        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =  N/A 627        [   N/A 628                0 : "Entity Name"   N/A 629                1 : "Classname"   N/A 630        ]   N/A 631 ]   N/A 632    N/A 633 @BaseClass base(Targetname) = FollowGoal   N/A 634 [   N/A 635        actor(target_name_or_class) : "Actor(s) to affect"   N/A 636        goal(string) : "Target Entity" : : "The name of the entity to follow. If blank, and the actor likes the player, then defaults to player"   N/A 637    N/A 638        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =  N/A 639        [   N/A 640                0 : "Entity Name"   N/A 641                1 : "Classname"   N/A 642        ]   N/A 643    N/A 644        StartActive(boolean) : "Start Active" : 0   N/A 645    N/A 646        MaximumState(choices) : "Maximum state" : 1 =   N/A 647        [   N/A 648                1 : "Idle"   N/A 649                2 : "Alert"   N/A 650                3 : "Combat"   N/A 651        ]   N/A 652    N/A 653        Formation(choices) : "Formation" : 0 =   N/A 654        [   N/A 655                0 : "Close circle"   N/A 656                1 : "Wide circle"   N/A 657                5 : "Medium circle"   N/A 658                6 : "Sidekick"   N/A 659                8 : "Vortigaunt"   N/A 660        ]   N/A 661    N/A 662        // Inputs   N/A 663        input Activate( void ) : "Begin the follow behavior"   N/A 664        input Deactivate( void ) : "Cease the follow behavior"   N/A 665 ]   N/A 666    N/A 667 @PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_follow : "AI Goal Follow"   N/A 668 [   N/A 669 ]   N/A 670    N/A 671 @PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_injured_follow : "AI Goal Injured Follow"   N/A 672 [   N/A 673 ]   N/A 674    N/A 675 @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Angles, Parentname) studio("models/pigeon.mdl") = ai_battle_line : "Battle line"   N/A 676 [                                                                                                                                                                                                            N/A 677        // Spawnflags   N/A 678        spawnflags(Flags) =   N/A 679        [   N/A 680                1 : "Use parent's orientation" : 0   N/A 681        ]   N/A 682    N/A 683        actor(target_name_or_class) : "Actor(s) or squad to affect"   N/A 684    N/A 685        Active(boolean) : "Active" : 0   N/A 686    N/A 687        Strict(boolean) : "Strict" : 1 : "Player orders can override, applies to allies only"   N/A 688    N/A 689        // Inputs   N/A 690        input Activate(void)   N/A 691        input Deactivate(void)   N/A 692 ]   N/A 693    N/A 694 @PointClass base(Targetname) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_fightfromcover : "AI Fight from Cover"   N/A 695 [   N/A 696        actor(target_destination) : "Actor(s) to affect"   N/A 697        goal(target_destination) : "Target Entity" : : "The name of the entity to follow. If blank, and the actor likes the player, then defaults to player"  N/A 698    N/A 699        DirectionalMarker(target_destination) : "Directional Marker" : "" : "Specify the entity that indicates the direction of battle"   N/A 700        GenericHintType(string) : "Generic Hint Type" : "" : "Behavior looks for 'generic' hints, and requires a text tag to search for"   N/A 701        width(float) : "Zone Width" : "600" : "Width of the hint search area"   N/A 702        length(float) : "Zone Length" : "480" : "Length of the hint search area"   N/A 703        height(float) : "Zone Height" : "2400" : "Offset in the direction of the hint search area"   N/A 704        bias(float) : "Zone Bias" : "60" : "Offset in the direction of the hint search area"   N/A 705    N/A 706        StartActive(boolean) : "Start Active" : 0   N/A 707    N/A 708        // Inputs   N/A 709        input Activate(void)   N/A 710        input Deactivate(void)   N/A 711        input SetDirectionalMarker(string) : "Specify the entity that indicates the direction of battle"   N/A 712 ]   N/A 713    N/A 714    N/A 715    N/A 716 @PointClass base(Targetname) iconsprite("editor/ai_goal_standoff.vmt") = ai_goal_standoff : "AI Goal Standoff"   N/A 717 [   N/A 718        actor(target_name_or_class) : "Actor(s) to affect"   N/A 719 //        goal(string) : "Target Entity (self by default) [NOT IMPLEMENTED]"   N/A 720    N/A 721        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =  N/A 722        [   N/A 723                0 : "Entity Name"   N/A 724                1 : "Classname"   N/A 725        ]   N/A 726    N/A 727        StartActive(boolean) : "Start Active" : 0   N/A 728    N/A 729        HintGroupChangeReaction(Choices) : "Reaction to tactical change" : 1 : "What to do if leader moves, threat is neutralized, hint group changes, etc" =   N/A 730        [   N/A 731                0 : "Move when ready (default AI)"   N/A 732                1 : "Move when seek cover"   N/A 733                2 : "Move immediately"   N/A 734        ]   N/A 735    N/A 736        Aggressiveness(Choices) : "Aggressiveness" : 2 =   N/A 737        [   N/A 738                0 : "Very low"   N/A 739                1 : "Low"   N/A 740                2 : "Medium"   N/A 741                3 : "High"   N/A 742                4 : "Very High"   N/A 743                // Custom agression disabled   N/A 744                //                 100 : "Custom"   N/A 745        ]   N/A 746    N/A 747        PlayerBattleline(boolean) : "Player battleline" : 1 : "Player defines a battle line, applies to allies only"   N/A 748    N/A 749        StayAtCover(boolean) : "Stay at cover location" : 0 : "When have suitable cover, don't change it (disables advancing to battle line)"   N/A 750    N/A 751        AbandonIfEnemyHides(boolean) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff"   N/A 752    N/A 753        // Custom aggression   N/A 754 //        CustomCoverOnReload(boolean) : "Custom: Take cover to reload" : 1   N/A 755 //        CustomMinTimeShots(float) : "Custom: Min time wait to shoot"          : 2 : "Minimum duration of time after a burst of shooting before trying again"   N/A 756 //        CustomMaxTimeShots(float) : "Custom: Max time wait to shoot"          : 4 : "Minimum duration of time after a burst of shooting before trying again"   N/A 757 //        CustomMinShots(integer) : "Custom: Min shots in a burst"          : 1   N/A 758 //        CustomMaxShots(integer) : "Custom: Max shots in a burst"          : 4   N/A 759 //        CustomOddsCover(integer) : "Custom: Odds cover on damage"          : 25 : "If damaged, the chances react by taking immediate cover"   N/A 760    N/A 761        // Inputs   N/A 762        input Activate( void ) : "Begin contesting position"   N/A 763        input Deactivate( void ) : "Cease contesting position"   N/A 764        input SetAggressiveness(integer) : "Set aggressiveness"   N/A 765 ]   N/A 766    N/A 767 @PointClass base(Targetname, Parentname, Angles) sphere(policeradius) iconsprite("editor/ai_goal_police.vmt") = ai_goal_police : "AI Goal Police"   N/A 768 [   N/A 769        spawnflags(Flags) =   N/A 770        [   N/A 771                2 : "Knock-out target past crossing plane" : 0   N/A 772                4 : "Do not leave post" : 0   N/A 773        ]   N/A 774    N/A 775        policeradius(float) : "Radius" : 512 : "Radius to police"   N/A 776        policetarget(string) : "Target" : "" : "Target to police"   N/A 777    N/A 778        // Inputs   N/A 779        input EnableKnockOut(void) : "Tells the goal to make the active policing NPC knock out its target"   N/A 780        input DisableKnockOut(void) : "Stop the active policing NPC from trying to knock out its target"   N/A 781    N/A 782        // Outputs   N/A 783        output OnFirstWarning(void) : "Fires the first time a policing cop warns a target"   N/A 784        output OnSecondWarning(void) : "Fires the second time a policing cop warns a target"   N/A 785        output OnLastWarning(void) : "Fires when a policing cop warns a target for the last time"   N/A 786        output OnSupressingTarget(void) : "Fires when a policing cop starts to suppress (ie. beat) a target"  N/A 787        output OnKnockOut(void) : "Fires when a target has been knocked out"   N/A 788 ]   N/A 789    N/A 790 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_rally.vmt") line(255 255 255, targetname, assaultpoint) = assault_rallypoint :   N/A 791        "(Assault) rally point"   N/A 792 [   N/A 793        assaultpoint(target_destination)  : "Assault Point" : "" : "Location to move to as assault begins"   N/A 794        assaultdelay(float) : "Assault Delay" : 0 : "How long to wait after cue is given before assault begins."   N/A 795        rallysequence(string) : "Rally Sequence" : "" : "Override the NPC's wait activity by entering a sequence name."   N/A 796        priority(integer) : "Priority" : 1 : "Higher priority rally points get selected first."   N/A 797    N/A 798        forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it." N/A 799   N/A 800        urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this rally point as Urgent Navigation." N/A 801   N/A 802        lockpoint(boolean) : "Lock Point" : 1 : "Should this point be locked by a character using it." N/A 803   N/A 804        output OnArrival(void) : "Fires when the NPC reaches this rally point"   N/A 805 ]   N/A 806    N/A 807 @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_point.vmt") line(255 255 255, targetname, nextassaultpoint) = assault_assaultpoint :   N/A 808        "(Assault) assault point"   N/A 809 [   N/A 810        assaultgroup(string)  : "Assault Hint Group" : "" : "NPC's movements are constrained to this hint group once assault has begun"   N/A 811        nextassaultpoint(target_destination) : "Next assault point (optional)"   N/A 812        assaulttimeout(float) : "Assault time out" : "3.0" : "This point is cleared when no enemies are seen for this long (seconds)"   N/A 813        clearoncontact(boolean) : "Clear on contact with enemies" : 0 : "If you come in contact with enemies while approaching the assault point, clear our assault point"   N/A 814        allowdiversion(boolean) : "Allow diversion" : 0 : "If you come in contact with enemies while approaching the assault point, divert to kill them. Resume the assault once contact is lost."  N/A 815    N/A 816        allowdiversionradius(float) : "Diversion Proximity" : 0 : "If Allow Diversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit."  N/A 817    N/A 818        nevertimeout(boolean) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point."  N/A 819    N/A 820        strict(choices) : "Strict?" : 0 =   N/A 821        [   N/A 822                0 : "No, NPC may move from point to attack"   N/A 823                1 : "Yes, NPC may not move to attack"   N/A 824        ]   N/A 825    N/A 826        spawnflags(Flags) =   N/A 827        [   N/A 828                1 : "Clear this point upon arrival, UNCONDITIONALLY" : 0   N/A 829        ]   N/A 830    N/A 831        forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it."   N/A 832    N/A 833        urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation."   N/A 834    N/A 835        assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =   N/A 836        [   N/A 837                36 : "Tight (3ft)"   N/A 838                72 : "Medium (6ft)"   N/A 839                120 : "Large (10ft)"   N/A 840        ]   N/A 841    N/A 842    N/A 843        // Inputs   N/A 844        input SetClearOnContact(integer) : "Set the clear on contact flag. NPCs who spot enemies while running to the assault point, or while waiting at it, will immediately Clear it."  N/A 845        input SetAllowDiversion(integer) : "Set the allow diversion flag. NPCs who spot enemies whil running to the assault point, or while waiting on it, will divert away (leave Assault mode) to deal with the enemies. Upon losing enemies, they'll go back to Assault mode, and return to this assault point."  N/A 846        input SetForceClear(integer) : "Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically."  N/A 847    N/A 848        // Outputs   N/A 849        output OnArrival(void) : "Fires when the NPC reaches this assault point"   N/A 850        output OnAssaultClear(void) : "Fires when this assault point is cleared of enemies"   N/A 851 ]   N/A 852    N/A 853 @PointClass base(Targetname) = ai_goal_assault :   N/A 854        "AI Goal Assault"   N/A 855 [   N/A 856        actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should perform this assault"   N/A 857        rallypoint(target_destination) : "Rally Point Set" : "" : "Root name of rally points for this assault. Use an asterisk '*' after the root name to match all with the same root."  N/A 858    N/A 859        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =   N/A 860        [   N/A 861                0 : "Entity Name"   N/A 862                1 : "Classname"   N/A 863        ]   N/A 864    N/A 865        StartActive(boolean) : "Start Active" : 0   N/A 866    N/A 867        AssaultCue(choices) : "Assault Cue" : 1 =   N/A 868        [   N/A 869                1 : "Entity System Input"   N/A 870                2 : "Gunfire"   N/A 871                3 : "Don't wait for a cue."   N/A 872        ]   N/A 873    N/A 874        RallySelectMethod(choices) : "Rally Point Selection Method" : 0 =   N/A 875        [   N/A 876                0 : "Priority, Closest (default)"   N/A 877                1 : "Random"   N/A 878                2 : "Priority, Furthest"   N/A 879        ]   N/A 880    N/A 881        BranchingMethod(choices) : "Branching Assault Selection Method" : 0 =   N/A 882        [   N/A 883                0 : "Random (default)"   N/A 884                1 : "Closest"   N/A 885                2 : "Furthest"   N/A 886        ]   N/A 887    N/A 888        // Inputs   N/A 889        input Activate( void ) : "Begin the assault behavior"   N/A 890        input Deactivate( void ) : "Cease the assault behavior"   N/A 891        input BeginAssault( void ) : "Begin assault phase"   N/A 892 ]   N/A 893    N/A 894 @BaseClass base(Targetname) = BaseActBusy   N/A 895 [   N/A 896        actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should act busy"   N/A 897    N/A 898        StartActive(boolean) : "Start Active" : 0   N/A 899    N/A 900        SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =  N/A 901        [   N/A 902                0 : "Entity Name"   N/A 903                1 : "Classname"   N/A 904        ]   N/A 905    N/A 906        busysearchrange(float) : "Search Range for Busy Hints" : 2048   N/A 907        visibleonly(boolean) : "Visible Busy Hints Only" : 0   N/A 908    N/A 909        // Inputs   N/A 910        input Activate( void ) : "Begin acting busy"   N/A 911        input Deactivate( void ) : "Cease acting busy"   N/A 912        input SetBusySearchRange( float ) : "Update the busy search range for all actors." N/A 913       input ForceNPCToActBusy( string ) : "Force an NPC to act busy. Takes parameters, separated by spaces:    . If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities." N/A 914       input ForceThisNPCToActBusy( string ) : "Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)"   N/A 915        input ForceThisNPCToLeave( string ) : "Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish." N/A 916   N/A 917        // Outputs   N/A 918        output OnNPCStartedBusy(string) : "Fired when an NPC targeted by this goal starts an ActBusy animation." N/A 919       output OnNPCFinishedBusy(string) : "Fired when an NPC targeted by this goal finishes an ActBusy." N/A 920       output OnNPCLeft(string) : "Fired when an NPC target by this goal finishes a forced Leave." N/A 921 ]  N/A 922    N/A 923 @PointClass base(BaseActBusy) = ai_goal_actbusy : "AI Goal Act Busy"   N/A 924 [   N/A 925        seeentity(target_name_or_class) : "Sight Entity" : "" : "The Sight Entity (if you provide one) is an entity that will leave the current ActBusy if the Actor playing the ActBusy loses sight of it for the amount of time specified in 'Sight Entity Timeout'. THIS MAY ONLY BE A TARGET NAME. NO CLASSNAMES." N/A 926   N/A 927        seeentitytimeout(string) : "Sight Entity Timeout" : "1" : "If you provide a Sight Entity, the Actor will leave the current ActBusy if the Actor has lost sight of Sight Entity for this many seconds." N/A 928   N/A 929        sightmethod(choices) : "Sight Enemy Method" : 0 : "The method to use to determine whether the Sight enemy is visible." =  N/A 930        [   N/A 931                0 : "Default. LOS -and- Viewcone"   N/A 932                1 : "LOS Only. Disregard Viewcone"   N/A 933        ]   N/A 934    N/A 935    N/A 936        type(choices) : "Actbusy Type" : 0 =   N/A 937        [   N/A 938                0 : "Default (Standard)"   N/A 939                1 : "Combat"   N/A 940        ]   N/A 941    N/A 942        safezone(target_destination) : "Combat Safe Zone" : "" : "Only for combat actbusy. Lets you specify a volume which is the 'safe zone'. The Combat ActBusy will cancel if any enemies are seen in the safe zone." N/A 943   N/A 944    N/A 945        allowteleport(choices) : "Allow actor to teleport?" : 0 =  N/A 946        [   N/A 947                0 : "No"   N/A 948                1 : "Yes (Only for Combat Actbusy)"   N/A 949        ]   N/A 950    N/A 951        output OnNPCLostSeeEntity(void) : "Fired when the NPC loses sight of the see entity (if one is specified)." N/A 952       output OnNPCSeeEnemy(void)  : "Fired when this NPC leaves his actbusy because of sighting an enemy." N/A 953 ]  N/A 954    N/A 955 @PointClass base(BaseActBusy) = ai_goal_actbusy_queue : "AI Goal Act Busy Queue"   N/A 956 [   N/A 957        node_exit(target_destination) : "Exit Node" : "" : "The name of the node the first NPC in the queue should move to when he leaves the head of the queue." N/A 958       node01(target_destination) : "Node 1" : "" : "The name of the first actbusy hint node in the queue." N/A 959       node02(target_destination) : "Node 2" : "" : "The name of the second actbusy hint node in the queue." N/A 960       node03(target_destination) : "Node 3" : "" : "The name of the third actbusy hint node in the queue." N/A 961       node04(target_destination) : "Node 4" : "" : "The name of the fourth actbusy hint node in the queue." N/A 962       node05(target_destination) : "Node 5" : "" : "The name of the fifth actbusy hint node in the queue." N/A 963       node06(target_destination) : "Node 6" : "" : "The name of the sixth actbusy hint node in the queue." N/A 964       node07(target_destination) : "Node 7" : "" : "The name of the seventh actbusy hint node in the queue." N/A 965       node08(target_destination) : "Node 8" : "" : "The name of the eighth actbusy hint node in the queue." N/A 966       node09(target_destination) : "Node 9" : "" : "The name of the ninth actbusy hint node in the queue." N/A 967       node10(target_destination) : "Node 10" : "" : "The name of the tenth actbusy hint node in the queue." N/A 968       node11(target_destination) : "Node 11" : "" : "The name of the eleventh actbusy hint node in the queue." N/A 969       node12(target_destination) : "Node 12" : "" : "The name of the twelfth actbusy hint node in the queue." N/A 970       node13(target_destination) : "Node 13" : "" : "The name of the thirteenth actbusy hint node in the queue." N/A 971       node14(target_destination) : "Node 14" : "" : "The name of the fourteenth actbusy hint node in the queue." N/A 972       node15(target_destination) : "Node 15" : "" : "The name of the fifteenth actbusy hint node in the queue." N/A 973       node16(target_destination) : "Node 16" : "" : "The name of the sixteenth actbusy hint node in the queue." N/A 974       node17(target_destination) : "Node 17" : "" : "The name of the seventeenth actbusy hint node in the queue." N/A 975       node18(target_destination) : "Node 18" : "" : "The name of the eighteenth actbusy hint node in the queue." N/A 976       node19(target_destination) : "Node 19" : "" : "The name of the nineteenth actbusy hint node in the queue." N/A 977       node20(target_destination) : "Node 20" : "" : "The name of the twentieth actbusy hint node in the queue." N/A 978   N/A 979        mustreachfront(boolean) : "Must Reach Front" : 0 : "If true, NPCs much reach the front node in the queue before they're allowed to leave the queue." N/A 980   N/A 981        // Inputs   N/A 982        input PlayerStartedBlocking(float) : "Tell the queue manager that the player has started blocking a spot in the queue." N/A 983       input PlayerStoppedBlocking(float) : "Tell the queue manager that the player has stopped blocking a spot in the queue." N/A 984       input MoveQueueUp(void) : "Force the queue to move up, sending the front-most NPC out of the queue." N/A 985   N/A 986        // Outputs   N/A 987        output OnQueueMoved(float) : "Fired when the queue moves. Outputs the number of NPCs left in the queue." N/A 988       output OnNPCStartedLeavingQueue(string) : "Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC." N/A 989       output OnNPCLeftQueue(string) : "Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC." N/A 990 ]  N/A 991    N/A 992 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_changetarget : "Change Target"   N/A 993 [   N/A 994        target(target_destination) : "Target entity" : : "Name of entity whose target will be changed." N/A 995       m_iszNewTarget(string) : "New Target"   N/A 996    N/A 997        // Inputs   N/A 998        input Kill( void ) : "Removes this entity from the world"   N/A 999        input Activate( void ) : "Changes the entities target"   N/A 1000 ]   N/A 1001    N/A 1002 @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_npc_eventresponsesystem : "An entity that allows you to generate events for nearby friendly NPCs to respond to." N/A 1003 [  N/A 1004        input TriggerResponseEvent(string) : "Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak." N/A 1005       input ForceTriggerResponseEvent(string) : "Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak." N/A 1006       input ForceTriggerResponseEventNoCancel(string) : "Fire an NPC Response Event, and force the first available NPC to speak the response (but don't break them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak." N/A 1007 ]  N/A 1008 @PointClass base(Targetname) sphere(Radius)  size(-8 -8 -8, 8 8 8) = ai_changehintgroup : "Change Hint Group"   N/A 1009 [   N/A 1010        SearchType(choices) : "Search Type" : 0 : "How to search for the entities to change." =  N/A 1011        [   N/A 1012                0 : "Entity Name"   N/A 1013                1 : "Classname"   N/A 1014                2 : "Old Hint Group"   N/A 1015        ]   N/A 1016        SearchName(string) : "Name to search for"   N/A 1017        NewHintGroup(string) : "New Hint Group"   N/A 1018        Radius(string) : "Search Radius" : "0.0" : "Radius to search (0 for all of map)"   N/A 1019        hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, does not limit local navigation." N/A 1020   N/A 1021        input Kill( void ) : "Removes this entity from the world"   N/A 1022        input Activate( void ) : "Change the Hint Group"   N/A 1023 ]   N/A 1024    N/A 1025    N/A 1026    N/A 1027 @PointClass base(Targetname) = ai_script_conditions : "AI Script Conditions"   N/A 1028 [   N/A 1029        Actor(target_destination) : "Actor" : : "NPC Target"   N/A 1030    N/A 1031        StartDisabled(boolean) : "Start Disabled" : 1   N/A 1032    N/A 1033        MinimumState(choices) : "Minimum state" : 1 =   N/A 1034        [   N/A 1035                1 : "Idle"   N/A 1036                2 : "Alert"   N/A 1037                3 : "Combat"   N/A 1038        ]   N/A 1039    N/A 1040        MaximumState(choices) : "Maximum state" : 3 =   N/A 1041        [   N/A 1042                1 : "Idle"   N/A 1043                2 : "Alert"   N/A 1044                3 : "Combat"   N/A 1045        ]   N/A 1046    N/A 1047        ScriptStatus(choices) : "Actor is running a script?" : 2 =  N/A 1048        [   N/A 1049                0 : "No"   N/A 1050                1 : "Yes"   N/A 1051                2 : "Don't care"   N/A 1052        ]   N/A 1053    N/A 1054        RequiredTime(float) : "Required Time"          : 0 : "Duration of time that all the conditions must be true"   N/A 1055        MinTimeout(float) : "Minimum time out"  : 0 : "Minimum time before OnConditionsTimeout is fired. 0 = never expire." N/A 1056       MaxTimeout(float) : "Maximum time out"  : 0 : "Maximum time before OnConditionsTimeout is fired. 0 = ignore (If you don't specify a Maximum timeout, conditions will time out at exactly Minimum Time Out. If you DO specify a Maximum time out, timeout will occur randomly between Minimum and Maximum time out values.)"   N/A 1057    N/A 1058        ActorSeePlayer(choices) : "Actor Sees Player" : 2 =   N/A 1059        [   N/A 1060                0 : "No"   N/A 1061                1 : "Yes"   N/A 1062                2 : "Don't care"   N/A 1063        ]   N/A 1064    N/A 1065        PlayerActorProximity(float) : "Player distance"  : 0 : "The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore." N/A 1066       PlayerActorFOV(float) : "Player FOV for Actor " : 360 : "Specify angle of view cone in degrees. Negative value = NOT"   N/A 1067        PlayerActorFOVTrueCone(choices ) : "Play FOV to Actor is a true view cone" : 0 : "Player's view cone is evaluated as a true cone, not pie slice " =   N/A 1068        [   N/A 1069                0 : "No - Tall pie slice"   N/A 1070                1 : "Yes - True view cone"   N/A 1071        ]   N/A 1072    N/A 1073        PlayerActorLOS(choices) : "Player has LOS to Actor" : 2 : "Checks that the player has clear Line of Sight to the Actor" =   N/A 1074        [   N/A 1075                0 : "No"   N/A 1076                1 : "Yes"   N/A 1077                2 : "Don't care"   N/A 1078        ]   N/A 1079    N/A 1080    N/A 1081        target(target_destination) : "Target (Optional)" : : "Optional entity to include in conditions"   N/A 1082        ActorSeeTarget(choices)  : "Actor Sees Target" : 2 =   N/A 1083        [   N/A 1084                0 : "No"   N/A 1085                1 : "Yes"   N/A 1086                2 : "Don't care"   N/A 1087        ]   N/A 1088    N/A 1089        ActorTargetProximity(float) : "Target distance"  : 0 : "The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore."  N/A 1090        PlayerTargetProximity(float) : "Player distance from Target"  : 0 : "The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore."  N/A 1091        PlayerTargetFOV(float) : "Player FOV for Target" : 360 : "Specify angle of view cone in degrees. Negative value = NOT"  N/A 1092        PlayerTargetFOVTrueCone(choices ) : "Play FOV to Target is a true view cone" : 0 : "Player's view cone is evaluated as a true cone, not pie slice " =   N/A 1093        [   N/A 1094                0 : "No - Tall pie slice"   N/A 1095                1 : "Yes - True view cone"   N/A 1096        ]   N/A 1097    N/A 1098        PlayerTargetLOS(choices) : "Player has LOS to Target" : 2 : "Checks that the player has clear Line of Sight to the Target" =   N/A 1099        [   N/A 1100                0 : "No"   N/A 1101                1 : "Yes"   N/A 1102                2 : "Don't care"   N/A 1103        ]   N/A 1104    N/A 1105        PlayerBlockingActor(choices) : "Player blocking Actor" : 2 : "Checks that the player is blocking the Actor's path" =   N/A 1106        [   N/A 1107                0 : "No"   N/A 1108                1 : "Yes"   N/A 1109                2 : "Don't care"   N/A 1110        ]   N/A 1111    N/A 1112        ActorInPVS(choices)        : "Actor in Player's PVS" : 2 : "Checks that the actor is in the player's PVS" =   N/A 1113        [   N/A 1114                0 : "No"   N/A 1115                1 : "Yes"   N/A 1116                2 : "Don't care"   N/A 1117        ]   N/A 1118    N/A 1119        ActorInVehicle(choices)        : "Actor in a vehicle" : 2 : "Checks the actor's state in a vehicle" =   N/A 1120        [   N/A 1121                0 : "No"   N/A 1122                1 : "Yes"   N/A 1123                2 : "Don't care"   N/A 1124        ]   N/A 1125    N/A 1126        PlayerInVehicle(choices)        : "Player in a vehicle" : 2 : "Checks the player's state in a vehicle" =   N/A 1127        [   N/A 1128                0 : "No"   N/A 1129                1 : "Yes"   N/A 1130                2 : "Don't care"   N/A 1131        ]   N/A 1132    N/A 1133        spawnflags(Flags) =   N/A 1134        [   N/A 1135                1 : "Fire outputs with the Actor as Activator"        : 0   N/A 1136        ]   N/A 1137    N/A 1138        // Inputs   N/A 1139        input Enable(void) : "Enable this entity"   N/A 1140        input Disable(void) : "Disable this entity"   N/A 1141    N/A 1142        // Outputs   N/A 1143        output OnConditionsSatisfied(void) : "Fires when AI conditions satisfied"   N/A 1144        output OnConditionsTimeout(void)   : "Fires when AI conditions timed out"   N/A 1145        output NoValidActor(void) : "Fires if/when there are no matching actors in the map." N/A 1146 ]  N/A 1147    N/A 1148 @PointClass base(BaseScripted, Angles, SystemLevelChoice) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence :   N/A 1149        "Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can "+   N/A 1150        "be told to play the script wherever they currently are. "+   N/A 1151        "Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. "+   N/A 1152        "This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:\n\n"+   N/A 1153        "1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.\n"+   N/A 1154        "2) If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, ACT_IDLE is used.\n"+  N/A 1155        "3) Fire the OnBeginSequence output.\n"+   N/A 1156        "4) Play the action animation. If no action animation is specified, skip to step 5.\n"+  N/A 1157        "5) Play the post-action idle animation. If none is specified, skip to step 6. If the 'Loop in Post Idle' spawnflag is set, keep playing the post-action idle until the script is cancelled. If no post-action idle animation is specified, ACT_IDLE is used.\n"+   N/A 1158        "6) Fire the OnEndSequence output.\n"+   N/A 1159        "7) If a next script to play is specified, hand the NPC to the next script and repeat this process for that script.\n\n"+   N/A 1160        "The MoveToPosition input runs steps 1 and 2, then waits while playing the pre-action idle animation until the BeginSequence input is received.\n\n"+   N/A 1161        "If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag."   N/A 1162 [   N/A 1163        spawnflags(Flags) =   N/A 1164        [   N/A 1165                4 : "Repeatable" : 0   N/A 1166                8 : "Leave Corpse" : 0   N/A 1167                16 : "Start on Spawn" : 0   N/A 1168                32: "No Interruptions" : 0   N/A 1169                64: "Override AI" : 0   N/A 1170                128: "Don't Teleport NPC On End" : 0   N/A 1171                256: "Loop in Post Idle" : 0   N/A 1172                512: "Priority Script" : 0   N/A 1173                4096: "Allow actor death" : 0   N/A 1174        ]   N/A 1175    N/A 1176    N/A 1177        onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =   N/A 1178        [   N/A 1179                0 : "Do Nothing"   N/A 1180                1 : "Cancel Script and return to AI"   N/A 1181        ]   N/A 1182 ]   N/A 1183    N/A 1184    N/A 1185 @PointClass base(Targetname) sphere(m_flRadius) color(255 0 255) iconsprite("editor/aiscripted_schedule") = aiscripted_schedule :   N/A 1186        "Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as " +  N/A 1187        "a scripted_sequence does"   N/A 1188 [   N/A 1189        m_iszEntity(target_destination) : "Target NPC" : : "The name or classname of an NPC to use."   N/A 1190        m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."  N/A 1191    N/A 1192        graball(boolean)  : "All in radius" : 0: "Whether to grab all matching NPCs in the specified radius, instead of just one"   N/A 1193    N/A 1194        spawnflags(Flags) =   N/A 1195        [   N/A 1196                4 : "Repeatable" : 1   N/A 1197                1024 : "Search Cyclically" : 0   N/A 1198                2048 : "Don't Complain" : 0   N/A 1199        ]   N/A 1200    N/A 1201        forcestate(choices) : "AI state to set" : 0 =   N/A 1202        [   N/A 1203                0 : ""   N/A 1204                1 : "Set state to IDLE"   N/A 1205                2 : "Set state to ALERT"   N/A 1206                3 : "Set state to COMBAT"   N/A 1207        ]   N/A 1208    N/A 1209        schedule(choices) : "Schedule to run" : 1 =   N/A 1210        [   N/A 1211                0 : ""   N/A 1212                1 : "Walk to Goal Entity"   N/A 1213                2 : "Run to Goal Entity"   N/A 1214                3 : "Set enemy to Goal Entity"   N/A 1215                4 : "Walk Goal Path"   N/A 1216                5 : "Run Goal Path"   N/A 1217                6 : "Set enemy to Goal Entity AND Run to Goal Entity"   N/A 1218        ]   N/A 1219    N/A 1220        interruptability(choices) : "Interruptability" : 0 =   N/A 1221        [   N/A 1222                0 : "General"   N/A 1223                1 : "Damage or Death"   N/A 1224                2 : "Death"   N/A 1225        ]   N/A 1226    N/A 1227        goalent(target_destination) : "Goal entity" : : "Provides the name of a schedule-specific goal entity (see 'Schedule to run')"   N/A 1228    N/A 1229        // Inputs   N/A 1230        input StartSchedule(void) : "Starts the scripted schedule. This will first locate an NPC that " +  N/A 1231                "matches the given target, then tell the NPC to run the specified schedule."   N/A 1232 ]   N/A 1233    N/A 1234 //-   N/A 1235 //   N/A 1236 // Solid Entities   N/A 1237 //   N/A 1238 //-   N/A 1239    N/A 1240 @SolidClass base(Parentname, Targetname, Global) = func_vehicleclip: "Vehicle Clip"   N/A 1241 [   N/A 1242        input Kill( void ) : "Removes this entity from the world"   N/A 1243        input Enable( void ) : "Enable collisions with vehicles"   N/A 1244        input Disable( void ) : "Disable collisions with vehicles"   N/A 1245 ]   N/A 1246    N/A 1247 @SolidClass base(func_movelinear) = func_lookdoor : "A door that moves either when looked by a targeted object or when " +   N/A 1248        "a target object comes near the door. Behavior can be either based on viewing direction or proximity " +  N/A 1249        "alone, or on a combination of both. If inverted the doors behavior will be the opposite."  N/A 1250 [   N/A 1251        spawnflags(flags) =   N/A 1252        [   N/A 1253                8192  : "LookDoor Threshold" : 0   N/A 1254                16384 : "LookDoor Invert" : 0   N/A 1255                32768 : "LookDoor From Open" : 0   N/A 1256        ]   N/A 1257    N/A 1258        ProximityDistance(string) : "Proximity Distance" : "0.0"  : "If non-zero, proximity range over which door will move"   N/A 1259        ProximityOffset(string) : "Proximity Offset" : "0.0" : "Offset from the target object"   N/A 1260        FieldOfView(string) : "FieldOfView" : "0.0"  : "If non-zero, field of view over which door will move"   N/A 1261    N/A 1262        // Input   N/A 1263        input InvertOn(void) : "InvertOn - when set behavior of door is inverted."   N/A 1264        input InvertOff(void) : "InvertOff - when set behavior of door is normal." N/A 1265 ]  N/A 1266    N/A 1267 //-   N/A 1268 //   N/A 1269 // Point Entities   N/A 1270 //   N/A 1271 //-   N/A 1272    N/A 1273 @PointClass base(EnvGlobal) iconsprite("editor/env_global.vmt") = env_global :   N/A 1274        "An entity to control a game-specific global states." N/A 1275 [  N/A 1276        globalstate(choices) : "Global State to Set" =   N/A 1277        [   N/A 1278                "gordon_precriminal" : "Gordon pre-criminal"   N/A 1279                "antlion_allied" : "Antlions are player allies"   N/A 1280 //                "player_stealth" : "Player in APC is disguised as combine"   N/A 1281                "suit_no_sprint" : "Suit sprint function not yet enabled"   N/A 1282                "super_phys_gun" : "Super phys gun is enabled"   N/A 1283                "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"   N/A 1284 //                "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"   N/A 1285                "gordon_invulnerable" : "Gordon is invulnerable"   N/A 1286                "no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"   N/A 1287                "ep2_alyx_injured" : "Episode 2: Alyx injured"   N/A 1288                "ep_alyx_darknessmode" : "Episodic: Alyx darkness mode"   N/A 1289                "hunters_to_run_over" : "Ep2 Counter: Hunters to run over before they dodge"   N/A 1290        ]   N/A 1291 ]   N/A 1292    N/A 1293 //-   N/A 1294 //   N/A 1295 // Tanks   N/A 1296 //   N/A 1297 //-   N/A 1298 @BaseClass base(Targetname, Parentname, Origin, Angles, RenderFields, Global, Shadow) = BaseTank   N/A 1299 [   N/A 1300        spawnflags(flags) =   N/A 1301        [   N/A 1302                1 : "Active" : 0   N/A 1303                16: "Only Direct" : 0   N/A 1304                32: "Controllable" : 0   N/A 1305                64: "Damage Kick" : 0   N/A 1306              1024: "NPC Controllable" : 0   N/A 1307              2048: "NPC Set Controller" : 0   N/A 1308              4096: "Allow friendlies to hit player" : 0   N/A 1309             32768: "Non-solid." : 0  N/A 1310            131072: "Perfect accuracy every 3rd shot at player" : 0   N/A 1311        ]   N/A 1312    N/A 1313        control_volume(target_destination) : "Control Volume" : "" : "Name of a trigger the specifies the volume in which a player must be to control this tank." N/A 1314   N/A 1315        // Mainly for use with 1009 team settings (game_team_master)   N/A 1316        master(string) : "(Team) Master"   N/A 1317    N/A 1318        yawrate(string) : "Yaw rate" : "30"   N/A 1319        yawrange(string) : "Yaw range" : "180"   N/A 1320        yawtolerance(string) : "Yaw tolerance" : "15"   N/A 1321        pitchrate(string) : "Pitch rate" : "0"   N/A 1322        pitchrange(string) : "Pitch range" : "0"   N/A 1323        pitchtolerance(string) : "Pitch tolerance" : "5"   N/A 1324        barrel(string) : "Barrel Length" : "0"   N/A 1325        barrely(string) : "Barrel Horizontal" : "0"   N/A 1326        barrelz(string) : "Barrel Vertical" : "0"   N/A 1327        spritesmoke(sprite) : "Smoke Sprite" : ""   N/A 1328        spriteflash(sprite) : "Flash Sprite" : ""   N/A 1329        spritescale(string) : "Sprite scale" : "1"   N/A 1330        rotatestartsound(sound) : "Rotate Start Sound" : ""   N/A 1331        rotatesound(sound) : "Rotate Loop Sound" : ""   N/A 1332        rotatestopsound(sound) : "Rotate Stop Sound" : ""   N/A 1333        firerate(string) : "Rate of Fire" : "1"   N/A 1334        bullet_damage(string) : "Damage Per Bullet" : "0" : "If set to 0, it'll use the base weapon bullet's damage." N/A 1335       bullet_damage_vs_player(string) : "Damage Per Bullet Vs Player" : "0" : "If set to 0, it'll use the Damage Per Bullet value." N/A 1336       persistence(string) : "Firing persistence" : "1" : "(Seconds) How long to keep firing at last known position after lose sight of target"   N/A 1337        persistence2(string) : "Firing persistence2" : "0" : "(Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position"   N/A 1338        firespread(choices) : "Bullet accuracy" : 0 =   N/A 1339        [   N/A 1340                0: "Perfect Shot"   N/A 1341                1: "Small cone"   N/A 1342                2: "Medium cone"   N/A 1343                3: "Large cone"   N/A 1344                4: "Extra-large cone"   N/A 1345        ]   N/A 1346        minRange(string) : "Minmum target range" : "0"   N/A 1347        maxRange(string) : "Maximum target range" : "0"   N/A 1348        _minlight(string) : "Minimum light level"   N/A 1349    N/A 1350        gun_base_attach(string) : "Gun Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from." N/A 1351       gun_barrel_attach(string) : "Gun Barrel Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too." N/A 1352       gun_yaw_pose_param(string) : "Gun Yaw Pose Param" : "" : "If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters." N/A 1353       gun_yaw_pose_center(float) : "Gun Yaw Pose Center" : "0" : "The center yaw pose parameter of the gun on the parent"   N/A 1354        gun_pitch_pose_param(string) : "Gun Pitch Pose Param" : "" : "If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters." N/A 1355       gun_pitch_pose_center(float) : "Gun Pitch Pose Center" : "0" : "The center pitch pose parameter of the gun on the parent"   N/A 1356    N/A 1357        ammo_count(integer) : "Ammunition Count" : -1 : "Only applies to player use. -1 = unlimited ammo." N/A 1358   N/A 1359        LeadTarget(boolean) : "Lead Target" : "No"   N/A 1360    N/A 1361        npc_man_point(target_destination) : "NPC Man Point" : "" : "Point where NPC must stand to man this func_tank." N/A 1362       playergraceperiod(float) : "Post-NPC Attack Grace Period" : "0" : "If specified, NPC's manning this func tank won't fire at the player, after firing at a non-player, for this amount of time." N/A 1363       ignoregraceupto(float) : "Ignore Grace Upto" : "768" : "The player grace period is ignored if the player's under this distance from the func_tank." N/A 1364       playerlocktimebeforefire(float) : "Player Lock Time" : "0" : "The tank must have the player as a target for this amount of time before it's allowed to fire." N/A 1365   N/A 1366        effecthandling(choices) : "Effect Handling" : 0 =   N/A 1367        [   N/A 1368                0 : "Use Individual Settings." N/A 1369               1 : "AR2"   N/A 1370                2 : "Combine Cannon"   N/A 1371        ]   N/A 1372    N/A 1373        // Inputs   N/A 1374        input Activate(void) : "Turn the tank on"   N/A 1375        input Deactivate(void) : "Turn the tank off (go dormant)"   N/A 1376        input SetFireRate(string) : "How fast to fire (0 = don't fire)"   N/A 1377        input SetDamage(string) : "Set the Damage Per Bullet"   N/A 1378        input SetTargetPosition(string) : "World position that I should aim at"   N/A 1379        input SetTargetDir(vector) : "Direction to aim at." N/A 1380       input SetTargetEntityName(string) : "Name of entity I should follow/attack"   N/A 1381        input SetTargetEntity(string) : "Entity I should follow/attack (output from other entity only)"   N/A 1382        input ClearTargetEntity(void) : "Clear the entity I should be attacking." N/A 1383       input FindNPCToManTank(string) : "Find a nearby NPC to man this func_tank." N/A 1384       input StartFindingNPCs(void) : "Start searching for NPCs to man this func_tank." N/A 1385       input StopFindingNPCs(void) : "Stop searching for NPCs to man this func_tank." N/A 1386       input ForceNPCOff(void) : "Force the NPC manning this func_tank (if any) to leave." N/A 1387       input SetMaxRange(float) : "Set the max range of the func_tank." N/A 1388   N/A 1389        // Outputs   N/A 1390        output OnFire(void) : "Fires when the tank fires its bullets"   N/A 1391        output OnAquireTarget(void) : "Fires when target is newly in range and can be shot"   N/A 1392        output OnLoseTarget(void) : "Fires when when target goes out of range"   N/A 1393        output OnAmmoDepleted(void) : "Fires when tank runs out of ammo"   N/A 1394        output OnGotController(void) : "Fires when an NPC starts to control this tank. Players do NOT fire this input." N/A 1395       output OnLostController(void) : "Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input." N/A 1396       output OnGotPlayerController(void) : "Fires when a Player starts to control this tank. NPCs do NOT fire this input." N/A 1397       output OnLostPlayerController(void) : "Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input." N/A 1398       output OnReadyToFire(void) : "Fires once when the tank is done waiting to fire between rounds"   N/A 1399 ]   N/A 1400    N/A 1401    N/A 1402 // dvs: FIXME: put this back once we have an episodic FGD   N/A 1403 //@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"   N/A 1404 //[   N/A 1405 //        bullet(choices) : "Bullets" : 0 =   N/A 1406 //        [   N/A 1407 //                0: "None"   N/A 1408 //                1: "Pistol"   N/A 1409 //                2: "SMG1"   N/A 1410 //                3: "AR2"   N/A 1411 //                4: "Laser"   N/A 1412 //        ]   N/A 1413 //   N/A 1414 //        spawnflags(flags) =   N/A 1415 //        [   N/A 1416 //                8192: "Ignore range when making viewcone checks" : 0   N/A 1417 //                256 : "Aiming Assistance (Player Only)" : 0   N/A 1418 //        ]   N/A 1419 //]   N/A 1420    N/A 1421    N/A 1422 // dvs: FIXME: move into an episodic FGD   N/A 1423 @SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"   N/A 1424 [   N/A 1425        ammotype(choices) : "Ammo type" : "" =   N/A 1426        [   N/A 1427                "" : "None"   N/A 1428                "Pistol" : "Pistol"   N/A 1429                "SMG1" : "SMG1"   N/A 1430                "AR2" : "AR2"   N/A 1431                "CombineHeavyCannon" : "Combine Heavy Cannon"   N/A 1432        ]   N/A 1433    N/A 1434        spawnflags(flags) =   N/A 1435        [   N/A 1436                8192: "Ignore range when making viewcone checks" : 0   N/A 1437                256 : "Aiming Assistance (Player Only)" : 0   N/A 1438        ]   N/A 1439 ]   N/A 1440    N/A 1441 //-   N/A 1442 //   N/A 1443 // Items   N/A 1444 //   N/A 1445 //-   N/A 1446 @BaseClass color(0 0 200) base(Targetname, Angles, Shadow) sphere(fademindist) sphere(fademaxdist) = Item   N/A 1447 [   N/A 1448        output OnPlayerTouch(void) : "Fires when the player touches this object"   N/A 1449    N/A 1450        output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this item. Fires on: Player Touch (whether or not player actually acquires the item), Picked up by +USE, Picked up by Physcannon, Punted by Physcannon."  N/A 1451    N/A 1452        fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."  N/A 1453        fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."  N/A 1454        fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +   N/A 1455                                                                                                 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +  N/A 1456    N/A 1457        spawnflags(Flags) =   N/A 1458        [   N/A 1459                1 : "Start Constrained" : 0   N/A 1460        ]   N/A 1461 ]   N/A 1462    N/A 1463 //-   N/A 1464 //   N/A 1465 // Weapons   N/A 1466 //   N/A 1467 //-   N/A 1468 @BaseClass color(0 0 200) base(Targetname, Angles) sphere(fademindist) sphere(fademaxdist) = Weapon   N/A 1469 [   N/A 1470        spawnflags(Flags) =   N/A 1471        [   N/A 1472                1 : "Start constrained" : 0   N/A 1473                2 : "Deny player pickup (reserve for NPC)" : 0   N/A 1474                4 : "Not puntable by Gravity Gun" : 0   N/A 1475        ]   N/A 1476    N/A 1477        output OnPlayerUse(void) : "Fires when the player +uses this weapon"   N/A 1478        output OnPlayerPickup(void) : "Fires when the player picks up this weapon"   N/A 1479        output OnNPCPickup(void) : "Fires when an NPC picks up this weapon"   N/A 1480        output OnCacheInteraction(void) : "Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt."  N/A 1481    N/A 1482        fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."  N/A 1483        fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."  N/A 1484        fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." +   N/A 1485                                                                                                 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +  N/A 1486 ]   N/A 1487    N/A 1488 @SolidClass base(Trigger) = trigger_vphysics_motion :   N/A 1489        "A volumetric trigger that affects the motion of vphysics objects that touch it."   N/A 1490 [   N/A 1491        spawnflags(Flags) =   N/A 1492        [   N/A 1493                4096 : "Can move (through hierarchical attachment)" : 0   N/A 1494        ]   N/A 1495    N/A 1496        StartDisabled(boolean) : "Start Disabled" : 0   N/A 1497    N/A 1498        filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."  N/A 1499    N/A 1500        SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"   N/A 1501        input SetGravityScale(float) : "Scale gravity of objects in the field."   N/A 1502    N/A 1503        SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"   N/A 1504        input SetAdditionalAirDensity(float) : "Additional air density for drag"   N/A 1505    N/A 1506        SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"   N/A 1507        input SetVelocityLimit(float) : "Max velocity in field."   N/A 1508    N/A 1509        SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"   N/A 1510        input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"   N/A 1511    N/A 1512        input SetVelocityLimitTime(string) : "Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value"   N/A 1513    N/A 1514        SetVelocityScale(float) : "Velocity scale/drag" : "1.0"   N/A 1515        input SetVelocityScale(float) : "Velocity scale/drag"   N/A 1516    N/A 1517        SetAngVelocityLimit(float) : "Max angular velocity in field (degrees/s, 0 disables)" : "0.0"   N/A 1518        input SetAngVelocityLimit(float) : "Max angular velocity in field." N/A 1519   N/A 1520        SetAngVelocityScale(float) : "Angular Velocity scale/drag" : "1.0"   N/A 1521        input SetAngVelocityScale(float) : "Angular Velocity scale/drag"   N/A 1522    N/A 1523        SetLinearForce(float) : "Linear force (0 disables)" : "0.0"   N/A 1524        input SetLinearForce(float) : "Linear force (0 disables)"   N/A 1525    N/A 1526        SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))" : "0 0 0"   N/A 1527 //        input SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))"   N/A 1528    N/A 1529        ParticleTrailMaterial(string) : "Particle Trail Material" : : "Name of a material to use for the particle trail, no name means no particle trail"   N/A 1530        ParticleTrailLifetime(float) : "Particle Trail Lifetime" : 4 : "Lifetime of the particles to emit"   N/A 1531        ParticleTrailStartSize(float) : "Particle Trail Starting Sprite Size" : 2 : "Starting size of the sprite to emit"   N/A 1532        ParticleTrailEndSize(float) : "Particle Trail Ending Sprite Size" : 3 : "Ending size of the sprite to emit"   N/A 1533    N/A 1534        // Inputs   N/A 1535        input        Enable(void) : "Enable the trigger." N/A 1536       input        Disable(void): "Disable the trigger." N/A 1537       input        Toggle(void) : "Toggle enable/disable." N/A 1538 ]  N/A 1539    N/A 1540 @PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) = path_corner : "Generic path point"   N/A 1541 [   N/A 1542        spawnflags(Flags) =   N/A 1543        [   N/A 1544                1: "Wait for retrigger" : 0   N/A 1545                2: "Teleport to THIS path_corner" : 0   N/A 1546        ]   N/A 1547        target(target_destination) : "Next stop target"   N/A 1548        wait(integer) : "Wait here (secs)" : 0   N/A 1549        speed(integer) : "New Train Speed" : 0   N/A 1550        yaw_speed(integer) : "New Train rot. Speed" : 0   N/A 1551    N/A 1552        // Inputs   N/A 1553        input SetNextPathCorner(string) : "Sets next pathcorner"   N/A 1554    N/A 1555        // Outputs   N/A 1556        output OnPass(void) : "Fires when a path follower passes this point"   N/A 1557 ]   N/A 1558    N/A 1559 //-   N/A 1560 //   N/A 1561 // Player effects   N/A 1562 //   N/A 1563 //-   N/A 1564    N/A 1565 @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"   N/A 1566 [   N/A 1567        duration(string) : "Fade Duration (seconds)" : "2"   N/A 1568        holdtime(string) : "Hold Fade (seconds)" : "0"   N/A 1569        renderamt(integer) : "Fade Alpha" : 255   N/A 1570        rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"   N/A 1571        loadtime(string) : "Reload delay" : "0"   N/A 1572    N/A 1573        // Inputs   N/A 1574        input Reload(void) : "Ends this game and reloads"   N/A 1575 ]   N/A 1576    N/A 1577    N/A 1578 @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons"   N/A 1579 [   N/A 1580        // Inputs   N/A 1581        input Strip(void) : "Strip player's weapons"   N/A 1582        input StripWeaponsAndSuit(void) : "Strip player's weapons and his suit"   N/A 1583 ]   N/A 1584    N/A 1585 @PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_speedmod: "Speeds up or slows down player velocity over time (slow mo/fast forward)"   N/A 1586 [   N/A 1587        spawnflags(Flags) =   N/A 1588        [   N/A 1589                1: "Suppress weapons" : 0   N/A 1590                2: "Suppress HUD" : 0   N/A 1591                4: "Suppress jump" : 0   N/A 1592                8: "Suppress duck" : 0   N/A 1593                16: "Suppress use" : 0   N/A 1594                32: "Suppress sprint" : 0   N/A 1595                64: "Suppress attack" : 0   N/A 1596                128: "Suppress zoom" : 0   N/A 1597        ]   N/A 1598    N/A 1599        // Inputs   N/A 1600        input ModifySpeed(float) : "Modifies player speed by X ammount." N/A 1601 ]  N/A 1602    N/A 1603    N/A 1604    N/A 1605 //-   N/A 1606 //   N/A 1607 // Logic Entities   N/A 1608 //   N/A 1609 //-   N/A 1610 @PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_scene.vmt") = logic_choreographed_scene :   N/A 1611        "Manages a choreographed scene of one or more actors." N/A 1612   N/A 1613 [   N/A 1614        // Keys   N/A 1615        SceneFile(scene) : "Scene file"   N/A 1616    N/A 1617        // Links   N/A 1618        target1(target_destination) : "Target 1"   N/A 1619        target2(target_destination) : "Target 2"   N/A 1620        target3(target_destination) : "Target 3"   N/A 1621        target4(target_destination) : "Target 4"   N/A 1622        target5(target_destination) : "Target 5"   N/A 1623        target6(target_destination) : "Target 6"   N/A 1624        target7(target_destination) : "Target 7"   N/A 1625        target8(target_destination) : "Target 8"   N/A 1626    N/A 1627        busyactor(choices) : "If an Actor is talking..." : 1 : "What to do if an actor this scene needs is already talking when this scene is told to start." =  N/A 1628        [   N/A 1629                0: "Start immediately"   N/A 1630                1: "Wait for actor to finish"   N/A 1631                2: "Interrupt at next interrupt event"   N/A 1632                3: "Cancel at next interrupt event"   N/A 1633        ]   N/A 1634    N/A 1635        // Inputs   N/A 1636        input Start(void) : "Starts playback of the scene file"   N/A 1637        input Pause(void) : "Pauses playback of the scene file"   N/A 1638        input Resume(void) : "Resumes playback of the scene if it has been paused"   N/A 1639        input Cancel(void) : "Cancels playback of the scene"   N/A 1640        input CancelAtNextInterrupt(void) : "Cancels playback of the scene at the next interrupt event in the scene." N/A 1641       input PitchShift(float) : "Multiplies the the pitch"   N/A 1642    N/A 1643        input InterjectResponse(string) : "Finds an actor who can respond to the specified concept string while the scene continues playing"   N/A 1644    N/A 1645        input StopWaitingForActor(void) : "Stop waiting on an actor to stop talking." N/A 1646   N/A 1647        // Outputs   N/A 1648        output OnStart(void) : "The scene has started"   N/A 1649        output OnCompletion(void) : "The scene has completed"   N/A 1650        output OnCanceled(void) : "The scene has been canceled"   N/A 1651        output OnTrigger1(void) : "Scene trigger 1"   N/A 1652        output OnTrigger2(void) : "Scene trigger 2"   N/A 1653        output OnTrigger3(void) : "Scene trigger 3"   N/A 1654        output OnTrigger4(void) : "Scene trigger 4"   N/A 1655        output OnTrigger5(void) : "Scene trigger 5"   N/A 1656        output OnTrigger6(void) : "Scene trigger 6"   N/A 1657        output OnTrigger7(void) : "Scene trigger 7"   N/A 1658        output OnTrigger8(void) : "Scene trigger 8"   N/A 1659        output OnTrigger9(void) : "Scene trigger 9"   N/A 1660        output OnTrigger10(void) : "Scene trigger 10"   N/A 1661        output OnTrigger11(void) : "Scene trigger 11"   N/A 1662        output OnTrigger12(void) : "Scene trigger 12"   N/A 1663        output OnTrigger13(void) : "Scene trigger 13"   N/A 1664        output OnTrigger14(void) : "Scene trigger 14"   N/A 1665        output OnTrigger15(void) : "Scene trigger 15"   N/A 1666        output OnTrigger16(void) : "Scene trigger 16"   N/A 1667    N/A 1668        input SetTarget1(string) : "Set Target 1"   N/A 1669        input SetTarget2(string) : "Set Target 2"   N/A 1670        input SetTarget3(string) : "Set Target 3"   N/A 1671        input SetTarget4(string) : "Set Target 4"   N/A 1672    N/A 1673        onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =   N/A 1674        [   N/A 1675                0 : "Do Nothing"   N/A 1676                1 : "Cancel Script and return to AI"   N/A 1677        ]   N/A 1678 ]   N/A 1679    N/A 1680 @PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_manager.vmt") = logic_scene_list_manager :   N/A 1681        "Manages a list of logic_choreographed_scene entities. Store choreo scenes in them in order that they will be played by other inputs. Whenever a scene plays, the manager will remove all scenes before that one in the list. The name of another logic_scene_list_manager can be entered in a slot instead of an invididual scene, which will cause all scenes in that manager to be removed when a later scene in this list is played."  N/A 1682 [   N/A 1683        scene0(target_destination) : "Scene 1" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."   N/A 1684        scene1(target_destination) : "Scene 2" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."   N/A 1685        scene2(target_destination) : "Scene 3" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."   N/A 1686        scene3(target_destination) : "Scene 4" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."   N/A 1687        scene4(target_destination) : "Scene 5" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."   N/A 1688        scene5(target_destination) : "Scene 6" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1689       scene6(target_destination) : "Scene 7" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1690       scene7(target_destination) : "Scene 8" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1691       scene8(target_destination) : "Scene 9" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1692       scene9(target_destination) : "Scene 10" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1693       scene10(target_destination) : "Scene 11" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1694       scene11(target_destination) : "Scene 12" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1695       scene12(target_destination) : "Scene 13" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1696       scene13(target_destination) : "Scene 14" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1697       scene14(target_destination) : "Scene 15" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1698       scene15(target_destination) : "Scene 16" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." N/A 1699   N/A 1700        // Inputs   N/A 1701        input Shutdown(void) : "Remove the manager and all scenes referenced by it (and all scenes referenced by logic_scene_list_manager's embedded in this one)." N/A 1702 ]  N/A 1703    N/A 1704 @PointClass base(Targetname, Parentname) sphere(volume) iconsprite("editor/ai_sound.vmt") = ai_sound :   N/A 1705        "This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used " +   N/A 1706        "to cause reactions in nearby NPCs.\n\n" +   N/A 1707        "Sound Types\n" +   N/A 1708        "  Combat: Will cause most NPCs to become alert\n" +   N/A 1709        "  World: Will cause most NPCs to become alert\n" +   N/A 1710        "  Danger: Will cause most NPCs to move away from the position of the sound\n" +   N/A 1711        "  Bullet Impact: \n" +   N/A 1712        "  Carcass: \n" +   N/A 1713        "  Meat: \n" +   N/A 1714        "  Garbage: \n" +   N/A 1715        "  Thumper: causes antlions to run away briefly\n" +   N/A 1716        "  Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness\n"   N/A 1717 [   N/A 1718        //input InsertSound(Integer) : "THIS IS NOW OBSOLETE. Use InsertAISound"  N/A 1719        input EmitAISound(void) : "Make the sound."   N/A 1720    N/A 1721        volume(integer) : "Volume" : 120 : "How far away this sound can be heard. This is a radius."  N/A 1722        duration(float) : "Duration" : "0.5" : "How long the sound persists each time you insert it."   N/A 1723    N/A 1724        soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." =   N/A 1725        [   N/A 1726                0: "Select one"   N/A 1727                1: "Combat"   N/A 1728                2: "World"   N/A 1729                //4: "Player (Don't use)"   N/A 1730                8: "Danger"   N/A 1731                16: "Bullet Impact"   N/A 1732                32: "Carcass"   N/A 1733                64: "Meat"   N/A 1734                128: "Garbage"   N/A 1735                256: "Thumper"   N/A 1736                4096: "Move Away - Most NPCs will clear the radius of this sound when heard."   N/A 1737                16384 : "Readiness - Low"   N/A 1738                32768 : "Readiness - Medium"   N/A 1739                65536 : "Readiness - High"   N/A 1740        ]   N/A 1741    N/A 1742        soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." =  N/A 1743        [   N/A 1744                0 : "Select one"   N/A 1745                8388608 : "Only Combine hear"   N/A 1746                67108864 : "Combine cannot hear"   N/A 1747        ]   N/A 1748    N/A 1749        locationproxy(target_destination) : "Location Proxy" : "" : "The name of an entity to use as a proxy to determine the location at which to make the sound. If you specify an entity here, the sound will be made at that entity's location (!player included)"   N/A 1750 ]   N/A 1751    N/A 1752 @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_ar2explosion :   N/A 1753        "AR2 explosion visual effect. Big, volume-filling brown cloud. Does not cause damage or emit sound." N/A 1754 [  N/A 1755        input Explode(Void) : "Make the explosion effect." N/A 1756       material(material) : "Particle Material" : "particle/particle_noisesphere" : "The material to use for each particle in the explosion." N/A 1757 ]  N/A 1758    N/A 1759 @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect"   N/A 1760 [   N/A 1761        input TurnOn(void) : "Turn on"   N/A 1762        input TurnOff(void) : "Turn off"   N/A 1763        input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default." N/A 1764 ]  N/A 1765    N/A 1766 @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname, Angles) = env_flare : "Flare"   N/A 1767 [   N/A 1768        scale(float) : "Scale" : 1   N/A 1769        duration(float) : "Duration" : 30   N/A 1770    N/A 1771        spawnflags(Flags) =   N/A 1772        [   N/A 1773                1 : "No DLight" : 0   N/A 1774                2 : "No Smoke" : 0   N/A 1775                4 : "Infinite" : 0   N/A 1776                8 : "Start off" : 0   N/A 1777        ]   N/A 1778    N/A 1779        input Start(float) : "Starts the flare burning. The flare will burn for the specified number of seconds (0 = infinite)." N/A 1780       input Die(float) : "Causes the flare to fade out over the specified number of seconds, and then die (0 = die instantly)." N/A 1781       input Launch(float) : "Launch the flare forward with the specified speed." N/A 1782 ]  N/A 1783    N/A 1784 @PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"   N/A 1785 [   N/A 1786        parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to." N/A 1787       scale(float) : "Scale" : "1" : "Size of the muzzle flash." N/A 1788   N/A 1789        input Fire(void) : "Fires the effect once." N/A 1790 ]  N/A 1791    N/A 1792 @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_terrainmorph :   N/A 1793        "Morphs terrain by pulling vertices along a normal.\n\n" +   N/A 1794        "Place this entity the desired distance from a terrain surface and set ANGLES " +   N/A 1795        "to the normal along which you want to pull the surface's vertices. If you set the INSTANT spawnflag, " +   N/A 1796        "the morph will take place instantly instead of over time.\n"   N/A 1797 [   N/A 1798        startradius( integer ) : "Start Radius" : 500 : "Radius of the effect when morphing begins. Only this value is used" +   N/A 1799                                                                                                        "if the effect is flagged to occur instantly." N/A 1800       goalradius( integer ) : "Goal Radius" : 100 : "Radius of the effect at the end of morphing. The radius of this effect will change from "+   N/A 1801                                                                                                  "Start Radius to Goal Radius over the duration of this effect. This value is ignored if the effect is flagged to occur instantly." N/A 1802   N/A 1803        duration( integer ) : "Duration" : 3 : "The morph will take place over this period of time (seconds). Ignored if flagged to occur instantly"   N/A 1804    N/A 1805        fraction( integer ) : "Displacement Fraction" : 1 : "If set to 1, the terrain surface will be pulled exactly to this entity's position." +  N/A 1806                                                                                                                " If set to 0.5, the surface will be pulled exactly half way to this entity's position. " +   N/A 1807                                                                                                                "If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. " +   N/A 1808                                                                                                                "(Any Displacement Fraction greater than 1.0 will result in clipping. The surface cannot be pulled beyond " +   N/A 1809                                                                                                                "This entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)"   N/A 1810    N/A 1811        // Inputs   N/A 1812        input BeginMorph(void) : "Begin Morph"   N/A 1813    N/A 1814        spawnflags(flags) =   N/A 1815        [   N/A 1816                1: "Instant" : 0   N/A 1817        ]   N/A 1818 ]   N/A 1819    N/A 1820 @PointClass base(Targetname, EnableDisable) = logic_achievement :   N/A 1821        "Sends an achievement system related event from the map to the achievement system." N/A 1822 [  N/A 1823        //keyvalues   N/A 1824        achievementname(string) : "Achievement Name" : ""   N/A 1825        // Inputs   N/A 1826        input Toggle(void) : "Toggle the relay between enabled and disabled." N/A 1827       input FireEvent(void) : "Tells the achievement system the specifed event has occured." N/A 1828       input SetTargetPlayer(target_destination) : "Set the player who will be awarded this achievement." N/A 1829   N/A 1830        // Outputs   N/A 1831        output OnFired(void) : "When the event fires, this fires." N/A 1832 ]  N/A 1833    N/A 1834    N/A 1835 //-   N/A 1836 //   N/A 1837 // Camera/monitor entities   N/A 1838 //   N/A 1839 //-   N/A 1840 @PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"   N/A 1841 [   N/A 1842        spawnflags(Flags) =   N/A 1843        [   N/A 1844                1 : "Start Off" : 0   N/A 1845        ]   N/A 1846    N/A 1847        targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." N/A 1848       FOV(float) : "FOV" : 90 : "Field of view in degrees"   N/A 1849 //        resolution(float) : "resolution" : 256 : "width/height of the render target for the camera"   N/A 1850        UseScreenAspectRatio(boolean) : "Screen Aspect Ratio" : 0   N/A 1851        fogEnable(boolean) : "Fog Enable" : 0   N/A 1852        fogColor(color255) : "Fog Color" : "0 0 0"   N/A 1853        fogStart(float) : "Fog Start" : 2048 : "The near fog plane." N/A 1854       fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane." N/A 1855       fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog." N/A 1856   N/A 1857        // Inputs   N/A 1858        input ChangeFOV(string) : "Changes camera's FOV over time"   N/A 1859        input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off." N/A 1860       input SetOn(void) : "Turn the camera on." N/A 1861       input SetOff(void) : "Turn the camera off." N/A 1862 ]  N/A 1863    N/A 1864 @SolidClass base(func_brush) = func_monitor :   N/A 1865        "A monitor that renders the view from a given point_camera entity." N/A 1866 [  N/A 1867        target(target_destination) : "Camera name"   N/A 1868    N/A 1869        // Inputs   N/A 1870        input Toggle(void) : "Toggle - If on, turn off, if off, turn on." N/A 1871       input Enable(void) : "Enable." N/A 1872       input Disable(void) : "Disable." N/A 1873       input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map." N/A 1874 ]  N/A 1875    N/A 1876 //-   N/A 1877 //   N/A 1878 // Vehicles. N/A 1879 //  N/A 1880 //-   N/A 1881 @BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle   N/A 1882 [   N/A 1883        vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt"   N/A 1884        actionScale(float) : "Scale of action input / framerate" : "1"   N/A 1885    N/A 1886        // Inputs   N/A 1887        input Action(float) : "Set the speed of the action animation"   N/A 1888    N/A 1889        input TurnOn(void) : "Turn on: Start engine & enable throttle"   N/A 1890        input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes." N/A 1891   N/A 1892        input Lock(void) : "Prevent the player from entering or exiting the vehicle." N/A 1893       input Unlock(void) : "Re-allow the player to enter or exit the vehicle." N/A 1894 ]  N/A 1895    N/A 1896    N/A 1897 @BaseClass base(BaseVehicle) = BaseDriveableVehicle   N/A 1898 [   N/A 1899        VehicleLocked(boolean) : "Start locked" : 0   N/A 1900    N/A 1901        // Outputs   N/A 1902        output PlayerOn(void) : "Player entered the vehicle"   N/A 1903        output PlayerOff(void) : "Player exited the vehicle"   N/A 1904    N/A 1905        output PressedAttack(void) : "Player Pressed attack key"   N/A 1906        output PressedAttack2(void) : "Player Pressed attack2 key"   N/A 1907    N/A 1908        output AttackAxis(string) : "State of attack button [0,1]"   N/A 1909        output Attack2Axis(string) : "State of attack2 button [0,1]"   N/A 1910    N/A 1911        // Inputs   N/A 1912        input HandBrakeOn(void) : "Turns the handbrake on"   N/A 1913        input HandBrakeOff(void): "Releases the handbrake"   N/A 1914 ]   N/A 1915    N/A 1916 @PointClass base(BaseVehicle) studioprop = prop_vehicle :   N/A 1917        "Studiomodel vehicle that can be driven via inputs." N/A 1918 [  N/A 1919        // Inputs   N/A 1920        input Steer(float) : "Steer the vehicle +/-1"   N/A 1921        input Throttle(float) : "Throttle +/-1"   N/A 1922    N/A 1923        spawnflags(flags) =   N/A 1924        [   N/A 1925                1 : "Always Think (Run physics every frame)" : 0   N/A 1926        ]   N/A 1927 ]   N/A 1928    N/A 1929    N/A 1930 @PointClass base(BaseDriveableVehicle) studioprop = prop_vehicle_driveable :   N/A 1931        "Generic driveable studiomodel vehicle." N/A 1932 [  N/A 1933 ]   N/A 1934    N/A 1935 @PointClass base(BaseDriveableVehicle) studioprop = vehicle_viewcontroller :   N/A 1936        "Vehicle hack to control player view"   N/A 1937 [   N/A 1938        input ForcePlayerIn(string) : "Force the player into the vehicle. The animation to use can be specified in the parameter. Without a parameter, the player just teleports." N/A 1939       input ForcePlayerOut(void) : "Force the player out of the vehicle." N/A 1940 ]  N/A 1941    N/A 1942 @PointClass base(BaseSpeaker) iconsprite("editor/ambient_generic.vmt") = env_speaker : "Announcement Speaker"   N/A 1943 [   N/A 1944 ]   N/A 1945    N/A 1946 //-   N/A 1947 // Script entities   N/A 1948 //-   N/A 1949    N/A 1950 @PointClass base(Targetname) = script_intro : "Script: Custom entity used to handle the intro sequence." N/A 1951 [  N/A 1952        // Inputs   N/A 1953        input Activate(void) : "Take control of the player's view and start blending the two scenes." N/A 1954       input Deactivate(void) : "Stop controlling the view." N/A 1955       input SetCameraViewEntity(string) : "Set the viewpoint to blend with the player's viewpoint." N/A 1956       input SetBlendMode(integer) : "Set the blending mode to use." N/A 1957       input SetFOV(integer) : "Set the fov for the second camera." N/A 1958       input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend." N/A 1959       input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending." N/A 1960       input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend." N/A 1961       input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending." N/A 1962       input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters:  "   N/A 1963        input SetFadeColor(string) : "Set the fade color. Parameters:   "   N/A 1964    N/A 1965        alternatefovchange(boolean) : "Match env_zoom's FOV transition" : 0 : "Whether the script should match env_zoom's FOV transition." N/A 1966 ]  N/A 1967    N/A 1968 //-   N/A 1969 //   N/A 1970 // Special effects   N/A 1971 //   N/A 1972 //-   N/A 1973    N/A 1974 @PointClass base(Angles,Targetname,Parentname) = env_citadel_energy_core : "Special effect for the energy cores in citadel." N/A 1975 [  N/A 1976        spawnflags(Flags) =   N/A 1977        [   N/A 1978                1 : "No small particles" : 0   N/A 1979                2 : "Start on" : 0   N/A 1980        ]   N/A 1981    N/A 1982        scale(float) : "Scale" : 1 : "Scale of the effect.  1 is the default size, 2 is twice that, etc." N/A 1983   N/A 1984        // Inputs   N/A 1985        input StartCharge(float) : "Start charging the core over specified number of seconds." N/A 1986       input StartDischarge(void) : "Start discharging the core over specified number of seconds." N/A 1987       input Stop(float) : "Stops the effect at any point." N/A 1988 ]  N/A 1989    N/A 1990 //-   N/A 1991 // Countdown timer for the teleporter at the end of the game   N/A 1992 //-   N/A 1993    N/A 1994 @PointClass base(Targetname) iconsprite("editor/info_target.vmt")  = info_teleporter_countdown : "Countdown timer for the teleporter. The status of the teleporter will appear on vgui_screen entities whose panel is 'teleport_countdown_screen'." N/A 1995 [  N/A 1996        // Inputs   N/A 1997        input StartCountdown(float) : "Starts the teleporter countdown. Requires an argument which is the number of seconds for the countdown." N/A 1998       input StopCountdown(void) : "Stops the countdown permanently"   N/A 1999        input Disable(void) : "Pauses the countdown due to a temporary malfunction. A warning sign will appear on the linked vgui screens." N/A 2000       input Enable(void) : "Restarts the countdown since the malfunction is finished." N/A 2001 ]  N/A 2002    N/A 2003    N/A 2004    N/A 2005 @PointClass base(BaseDriveableVehicle, Parentname) studioprop = prop_vehicle_choreo_generic :   N/A 2006        "Generic Choreo vehicle used for magical events." N/A 2007 [  N/A 2008        model(studio) : "World model" : "models/vehicles/prisoner_pod.mdl"   N/A 2009        vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/choreo_vehicle.txt"   N/A 2010    N/A 2011        input Open(void) : "Plays the vehicle's open animation and unlocks the vehicle for entry or exit." N/A 2012       input Close(void) : "Plays the vehicle's close animation and locks the vehicle for entry or exit." N/A 2013       input EnterVehicle(void) : "Forces the activator (or player) into the vehicle." N/A 2014       input EnterVehicleImmediate(void) : "Forces the activator (or player) into the vehicle without enter/exit animations." N/A 2015       input ExitVehicle(void) : "Boots the prisoner out of the vehicle." N/A 2016       input Viewlock(bool) : "Set true to prevent Gordon from looking around *at all*. Set false to let him look within limits." N/A 2017       input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation." N/A 2018       input SetCanShoot(bool) : "Set if the driver can shoot their weapon." N/A 2019       input SetMaxPitch(float) : "Set max pitch for driver." N/A 2020       input SetMinPitch(float) : "Set min pitch for driver." N/A 2021       input SetMaxYaw(float) : "Set max yaw for driver." N/A 2022       input SetMinYaw(float) : "Set min yaw for driver." N/A 2023       input UseAttachmentEyes(bool) : "Force the view to use the attachment's orientation and position and don't blend in the player's look." N/A 2024   N/A 2025        output OnOpen(void) : "Fired when the vehicle is open enough to enter." N/A 2026       output OnClose(void) : "Fired when the vehicle too closed to enter." N/A 2027   N/A 2028        ignoremoveparent(boolean) : "Ignore Move Parent on Exit" : 0 : "Should the player ignore this vehicle's move parent went performing exit checks." N/A 2029   N/A 2030        ignoreplayer(boolean) : "Ignore Player collision" : 0 : "The player wont collide against this vehicle when moving around." N/A 2031       playercanshoot(boolean) : "Can the player shoot" : 0 : "Lets the player shoot their weapon while in the vehicle"   N/A 2032        useattachmenteyes(boolean) : "Use attachment eyes" : 0 : "Should the driver's view use the attachment's orientation and not blend in the player's look." N/A 2033 ]  N/A 2034    N/A 2035 @FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_combineball_type :   N/A 2036        "A filter that filters by combine ball type." N/A 2037 [  N/A 2038        balltype(choices) : "Ball Type" : 1 =   N/A 2039        [   N/A 2040                0 : "Not Thrown (in combine ball field, etc)"   N/A 2041                2 : "Thrown/Launched by the player's physcannon"   N/A 2042                3 : "Launched by point_combine_ball_launcher"   N/A 2043        ]          N/A 2044 ]   N/A 2045    N/A 2046 @PointClass base(Targetname) = env_entity_dissolver: "Entity Dissolver"   N/A 2047 [   N/A 2048        input Dissolve(string) : "Dissolve target, if no target is passed it'll use the target specified in the target field." N/A 2049       target(target_destination) : "Target to Dissolve" : "" : "Targetname of the entity you want to dissolve." N/A 2050   N/A 2051        magnitude(integer) : "Magnitude" : 250 : "How strongly to push away from the center." N/A 2052   N/A 2053    N/A 2054        dissolvetype(choices) : "Dissolve Type" : "Energy" =   N/A 2055        [   N/A 2056                0 : "Energy"   N/A 2057                1 : "Heavy electrical"   N/A 2058                2 : "Light electrical"   N/A 2059                3 : "Core Effect"   N/A 2060        ]   N/A 2061 ]   N/A 2062    N/A 2063 @PointClass base(Targetname, Angles) studio("models/props_combine/coreball.mdl") = prop_coreball: "Core Ball"   N/A 2064 [   N/A 2065        input SetScaleX(vector) : "Scales the coreball in one Axis. Params:  "   N/A 2066        input SetScaleY(vector) : "Scales the coreball in one Axis. Params:  "   N/A 2067        input SetScaleZ(vector) : "Scales the coreball in one Axis. Params:  "   N/A 2068 ]   N/A 2069    N/A 2070 @PointClass base(Targetname, Studiomodel, Angles, RenderFields) studioprop = prop_scalable : "Scalable Prop"   N/A 2071 [   N/A 2072        input SetScaleX(vector) : "Scales the prop in one Axis. Params:  "  N/A 2073        input SetScaleY(vector) : "Scales the prop in one Axis. Params: <New Size> <Time>"  N/A 2074        input SetScaleZ(vector) : "Scales the prop in one Axis. Params: <New Size> <Time>"  N/A 2075 ]   N/A 2076    N/A 2077 @PointClass base(Targetname, Parentname) sphere(radius) = point_flesh_effect_target : "Flesh Effect Target"   N/A 2078 [   N/A 2079        radius(float) : "Radius" : 8 : "Radius of the effect when active"   N/A 2080    N/A 2081        input SetRadius(vector) : "Sets a new radius and time to interpolate to it(as a vector <Size> <Time in Seconds>)."   N/A 2082 ]