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

From the Portal Wiki
Jump to navigation Jump to search
N/A1//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
N/A2//
N/A3// Purpose: Half-Life 2 game definition file (.fgd)
N/A4//
N/A5//=============================================================================
N/A6 
N/A7@include "base.fgd"
N/A8 
N/A9//-------------------------------------------------------------------------
N/A10//
N/A11// NPCs
N/A12//
N/A13//-------------------------------------------------------------------------
N/A14@BaseClass base(BaseNPC) = TalkNPC
N/A15[
N/A16 UseSentence(string) : "Use Sentence"
N/A17 UnUseSentence(string) : "Un-Use Sentence"
N/A18 
N/A19 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/A20 [
N/A21 0 : "No (Use speech semaphore)"
N/A22 1 : "Yes (Don't use speech semaphore)"
N/A23 ]
N/A24 
N/A25 input SpeakResponseConcept(string) : "Speak the specified response concept."
N/A26]
N/A27 
N/A28@BaseClass base(BaseNPC) = PlayerCompanion
N/A29[
N/A30 input OutsideTransition(void) : "Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type."
N/A31 input EnableAlwaysTransition(void) : "Enable the 'always transition' behavior"
N/A32 input DisableAlwaysTransition(void) : "Disable the 'always transition' behavior"
N/A33 
N/A34 input EnableSpeakWhileScripting(void) : "Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active."
N/A35 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/A36 
N/A37 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/A38 
N/A39 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/A40 
N/A41 GameEndAlly(boolean) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed."
N/A42 
N/A43 input MakeGameEndAlly(void) : "Make this NPC a game end ally."
N/A44 input MakeRegularAlly(void) : "Make this NPC a regular ally."
N/A45 
N/A46 input EnableWeaponPickup(void) : "Enable Weapon Pickup"
N/A47 input DisableWeaponPickup(void) : "Disable Weapon Pickup"
N/A48 
N/A49 input GiveWeapon(string) : "Gives the NPC a weapon of the specified entity name."
N/A50 
N/A51 input SetReadinessPanic(void) : "Set readiness to panic state (Special)"
N/A52 input SetReadinessLow(void) : "Set readiness to calmest state (Bored)"
N/A53 input SetReadinessMedium(void) : "Set readiness to moderate (Alert)"
N/A54 input SetReadinessHigh(void) : "Set readiness to highest. (Combat imminent)"
N/A55 input LockReadiness(float) : "Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now"
N/A56 
N/A57 input ClearAllOutputs(void) : "Obliterate every output that this NPC has."
N/A58 
N/A59 output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground or a gun rack."
N/A60]
N/A61 
N/A62@BaseClass base(BaseNPC ) = RappelNPC
N/A63[
N/A64 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/A65 
N/A66 // Inputs
N/A67 input BeginRappel(void) : "BeginRappel"
N/A68 
N/A69 // Outputs
N/A70 output OnRappelTouchdown(void) : "Fires when done rappeling"
N/A71]
N/A72 
N/A73@BaseClass = AlyxInteractable
N/A74[
N/A75 // Outputs
N/A76 output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity."
N/A77 output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity."
N/A78 
N/A79 input InteractivePowerDown(void) : "Shutdown this target."
N/A80]
N/A81 
N/A82@BaseClass base(Targetname, Origin, Angles, Global) = CombineBallSpawners
N/A83[
N/A84 spawnflags(Flags) =
N/A85 [
N/A86 4096 : "Start inactive" : 1
N/A87 8192 : "Combine power supply" : 0
N/A88 ]
N/A89 
N/A90 ballcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner"
N/A91 minspeed(float) : "Min ball speed" : "300.0" : "The minimum speed of balls that fly in the spawner"
N/A92 maxspeed(float) : "Max ball speed" : "600.0" : "The maximum speed of balls that fly in the spawner"
N/A93 ballradius(float) : "Ball radius" : "20.0" : "The radius of the energy balls"
N/A94 balltype(choices) : "Ball Type" : "Combine Energy Ball 1" =
N/A95 [
N/A96 0 : "Combine Energy Ball 1"
N/A97 1 : "Combine Energy Ball 2"
N/A98 2 : "Combine Energy Ball 3"
N/A99 ]
N/A100 ballrespawntime(float) : "Ball Respawn Time" : "4.0f" : "The energy balls respawn time"
N/A101 
N/A102 input Enable(void) : "Enable spawning of combine balls"
N/A103 input Disable(void) : "Disable spawning of combine balls"
N/A104 
N/A105 output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon"
N/A106 output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A107 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/A108 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/A109 output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
N/A110 output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A111]
N/A112 
N/A113@PointClass base(BasePropPhysics) studioprop() = prop_combine_ball :
N/A114 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A115 "or other constraints. It can also be configured to break when it takes enough damage."
N/A116[
N/A117 // Inputs
N/A118 input Explode(void) : "Explode"
N/A119]
N/A120 
N/A121@SolidClass base(Trigger, Angles) = trigger_physics_trap :
N/A122 "A volumetric trigger that disintegrates enemies"
N/A123[
N/A124 dissolvetype(choices) : "Dissolve Type" : "Energy" =
N/A125 [
N/A126 0 : "Energy"
N/A127 1 : "Heavy electrical"
N/A128 2 : "Light electrical"
N/A129 ]
N/A130]
N/A131 
N/A132@SolidClass base(Trigger) = trigger_weapon_strip :
N/A133 "A volumetric trigger that strips combat characters of all weapons"
N/A134[
N/A135 KillWeapons(boolean) : "Kill Weapons" : "No"
N/A136]
N/A137@SolidClass base(CombineBallSpawners) = func_combine_ball_spawner :
N/A138 "Spawns Combine balls."
N/A139[
N/A140 output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A141 output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
N/A142]
N/A143 
N/A144@PointClass base(CombineBallSpawners) = point_combine_ball_launcher :
N/A145 "Launches Combine balls."
N/A146[
N/A147 launchconenoise(float) : "Noise to launch direction" : "0.0" : "Noise in degrees added to the launch direction."
N/A148 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/A149 maxballbounces(integer) : "Max number of bounces" : 8 : "Maximum number of bounces the balls are allowed to do before they are removed."
N/A150 
N/A151 spawnflags(Flags) =
N/A152 [
N/A153 1 : "Attach Bullseye" : 0
N/A154 2 : "Balls should collide against player" : 0
N/A155 ]
N/A156 
N/A157 // Inputs
N/A158 input LaunchBall(void) : "Launch a ball from the spawner."
N/A159]
N/A160@PointClass base(BaseNPC, Parentname, AlyxInteractable) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_turret_ground : "Combine ground turret"
N/A161[
N/A162 input Enable(void) : "Turn turret on."
N/A163 input Disable(void) : "Turn turret off."
N/A164 
N/A165 output OnAreaClear(void) : "Fires when the turret can't find any more enemies (7 second delay)"
N/A166]
N/A167@PointClass base(Targetname, Angles) studio( "models/combine_turrets/floor_turret.mdl" ) = npc_turret_floor : "Combine Floor Turret"
N/A168[
N/A169 spawnflags(Flags) =
N/A170 [
N/A171 32 : "Autostart" : 0
N/A172 64 : "Start Inactive" : 0
N/A173 128 : "Fast Retire" : 0
N/A174 256 : "Out of Ammo" : 0
N/A175 512 : "Citizen modified (Friendly)" : 0
N/A176 ]
N/A177 
N/A178 SkinNumber(integer) : "Skin Number" : 0 : "Which skin to use for this turret. Set to 0 to select randomly."
N/A179 
N/A180 // Inputs
N/A181 input Toggle(void) : "Toggle - If open, close. If closed, open."
N/A182 input Enable(void) : "Enable the turret."
N/A183 input Disable(void) : "Disable the turret."
N/A184 input DepleteAmmo(void) : "Depletes all the ammo from a turret, causing it to dry-fire."
N/A185 input RestoreAmmo(void) : "Restores ammo to a turret, allowing it to fire live rounds again."
N/A186 input SelfDestruct(void) : "Causes the turret to warn and then explode."
N/A187 
N/A188 // Outputs
N/A189 output OnDeploy(void) : "Turret is becoming active and dangerous."
N/A190 output OnRetire(void) : "Turret is becoming inactive and harmless."
N/A191 output OnTipped(void) : "Turret has been tipped over and is inactive."
N/A192 output OnExplode(void) : "Turret has exploded."
N/A193 output OnPhysGunPickup(void) : "Picked up with physgun"
N/A194 output OnPhysGunDrop(void) : "Released by physgun"
N/A195]
N/A196 
N/A197@NPCClass base(Parentname, BaseNPC) iconsprite("editor/bullseye.vmt") color(255 0 0) = npc_bullseye : "Bullseye"
N/A198[
N/A199 // Unlike other NPCs level designers are allowed to set the health on bullseyes
N/A200 health(Integer) : "Health" : 35
N/A201 
N/A202 minangle(string) : "Minimum Angle" : "360" : "Angle from the bullseye required for bullseye to be a valid enemy"
N/A203 mindist(string) : "Minimum Distance" : "0" : "Distance from the bullseye required for bullseye to be a valid enemy"
N/A204 alwaystransmit(boolean) : "Always Transmit" : "0" : "Always transmit this entity to the client."
N/A205 
N/A206 autoaimradius(float) : "Autoaim Radius" : "0" : "Radius of autoaim influence. Use ent_autoaim <picker> to visualize."
N/A207 
N/A208 spawnflags(Flags) =
N/A209 [
N/A210 65536  : "Not Solid" : 0
N/A211 131072  : "Take No Damage" : 0
N/A212 262144  : "Enemy Damage Only" : 0
N/A213 524288  : "Bleed" : 0
N/A214 1048576 : "Perfect Accuracy" : 0
N/A215 2097152 : "Collide against physics objects (Creates VPhysics Shadow)" : 0
N/A216 ]
N/A217 output OnTargeted(void) : "Fires when targeted"
N/A218 output OnReleased(void) : "Fires when no longer targeted"
N/A219]
N/A220 
N/A221 
N/A222@NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder : "EnemyFinder"
N/A223[
N/A224 spawnflags(flags) =
N/A225 [
N/A226 65536 : "Check Visibility" : 1
N/A227 131072 : "APC Visibility checks" : 0
N/A228 262144 : "Short memory" : 0
N/A229 524288  : "Can be an enemy" : 0
N/A230 ]
N/A231 FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)"
N/A232 MinSearchDist(integer) : "Min Search Dist" : 0
N/A233 MaxSearchDist(integer) : "Max Search Dist" : 2048
N/A234 
N/A235 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/A236 freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"
N/A237 freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"
N/A238 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/A239 freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"
N/A240 
N/A241 StartOn(boolean) : "Start On" : 1
N/A242 
N/A243 // Inputs
N/A244 input TurnOn(void) : "Turn on: Look for enemies"
N/A245 input TurnOff(void) : "Turn off: Stop looking for enemies"
N/A246 
N/A247 output OnLostEnemies(void) : "Fires when the enemy finder has no enemies."
N/A248 output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies."
N/A249]
N/A250 
N/A251@NPCClass base(BaseNPC) = npc_spotlight : "Spotlight"
N/A252[
N/A253 spawnflags(Flags) =
N/A254 [
N/A255 65536  : "Start Track On" : 1
N/A256 131072 : "Start Light On" : 1
N/A257 262144 : "No Dynamic Light" : 0
N/A258 524288 : "Never Move" : 0
N/A259 ]
N/A260 
N/A261 health(Integer) : "Health" : 100
N/A262 YawRange(integer) : "YawRange" : 90
N/A263 PitchMin(integer) : "PitchMin" : 35
N/A264 PitchMax(integer) : "PitchMax" : 50
N/A265 IdleSpeed(integer) : "IdleSpeed" : 2
N/A266 AlertSpeed(integer) : "AlertSpeed" : 5
N/A267 spotlightlength(integer) : "SpotlightLength" : 500
N/A268 spotlightwidth(integer) : "SpotlightWidth" : 50
N/A269 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A270 
N/A271 // Inputs
N/A272 input LightOn(void) : "LightOn"
N/A273 input LightOff(void) : "LightOff"
N/A274 input TrackOn(void) : "TrackOn"
N/A275 input TrackOff(void) : "TrackOff"
N/A276 
N/A277 // Outputs
N/A278 output OnAlert(void) : "Fires when the spotlight alerted by sound"
N/A279 output DetectedEnemy(string) : "Outputs enemy entity when spotlight finds and starts tracking enemy"
N/A280 output LostEnemy(string) : "Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists"
N/A281 output SquadDetectedEnemy(string) : "Outputs enemy entity when squad finds and starts tracking enemy"
N/A282 output SquadLostEnemy(string) : "Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists"
N/A283 output LightPosition(string) : "Position of the end of the spotlight beam"
N/A284]
N/A285 
N/A286@PointClass base(BaseNPC, RenderFields, Shadow) studio() = monster_generic : "Generic Script NPC"
N/A287[
N/A288 spawnflags(Flags) =
N/A289 [
N/A290 65536 : "Not solid" : 0
N/A291 ]
N/A292 model(studio) : "Model"
N/A293 body(Integer) : "Body" : 0
N/A294]
N/A295 
N/A296 
N/A297@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC"
N/A298[
N/A299 model(studio) : "Model"
N/A300 
N/A301 hull_name(choices) : "Hull type" : "Human" =
N/A302 [
N/A303 "HUMAN_HULL" : "Human"
N/A304 "WIDE_HUMAN_HULL" : "Wide"
N/A305 "TINY_HULL" : "Tiny"
N/A306 "MEDIUM_HULL" : "Medium"
N/A307 "LARGE_HULL" : "Large"
N/A308 ]
N/A309]
N/A310 
N/A311@PointClass base(BaseNPC, RenderFields, Shadow) studio() = cycler_actor : "Actor Cycler"
N/A312[
N/A313 model(studio) : "Model"
N/A314 Sentence(string) : "Sentence Group" : ""
N/A315 
N/A316 input Alpha(integer) : "Set Alpha Value"
N/A317]
N/A318 
N/A319@PointClass base(Angles, BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_maker : "NPC Maker"
N/A320[
N/A321 spawnflags(Flags) =
N/A322 [
N/A323 16 : "Fade Corpse" : 0
N/A324 ]
N/A325 
N/A326 NPCType(npcclass) : "Class name of spawned NPC"
N/A327 NPCTargetname(string) : "Childrens' Name"
N/A328 NPCSquadname(string) : "Childrens' Squad Name"
N/A329 NPCHintGroup(string) : "Childrens' Hint Group"
N/A330 
N/A331 additionalequipment(choices) : "Weapons" : "0" =
N/A332 [
N/A333 "weapon_pistol" : "Pistol"
N/A334 "weapon_ar2" : "AR2"
N/A335 "weapon_shotgun" : "Shotgun"
N/A336 "weapon_smg1" : "SMG1"
N/A337 "weapon_stunstick" : "Stun Stick"
N/A338 "weapon_annabelle"  :"Grigori's Shotgun"
N/A339 "0" : "Nothing"
N/A340 ]
N/A341]
N/A342 
N/A343//-------------------------------------------------------------------------
N/A344//
N/A345// Player Control Entities
N/A346//
N/A347//-------------------------------------------------------------------------
N/A348 
N/A349@BaseClass base(Targetname) size(-10 -10 -10, 10 10 10) color(255 0 255) = player_control
N/A350[
N/A351 // Inputs
N/A352 input Activate(void) : "Turns on"
N/A353 input Deactivate(void) : "Turns off"
N/A354 input SetThrust(string) : "Set Thrust"
N/A355 input SetSideThrust(string)  : "Set Side Thrust"
N/A356]
N/A357 
N/A358 
N/A359//-------------------------------------------------------------------------
N/A360//
N/A361// Scripted Events
N/A362//
N/A363//-------------------------------------------------------------------------
N/A364 
N/A365@BaseClass base(Targetname, Parentname, Angles) color(255 0 255) sphere(m_flRadius) = BaseScripted
N/A366[
N/A367 m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
N/A368 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/A369 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/A370 m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
N/A371 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/A372 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/A373 m_bLoopActionSequence(boolean) : "Loop Action Animation?" : 0
N/A374 m_bSynchPostIdles(boolean) : "Synch Post Idles?" : 0
N/A375 
N/A376 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A377 m_flRepeat(integer) : "Repeat Rate ms" : 0
N/A378 m_fMoveTo(Choices) : "Move to Position" : 1 =
N/A379 [
N/A380 0 : "No"
N/A381 1 : "Walk"
N/A382 2 : "Run"
N/A383 3 : "Custom movement"
N/A384 4 : "Instantaneous"
N/A385 5 : "No - Turn to Face"
N/A386 ]
N/A387 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/A388 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/A389 
N/A390 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/A391 
N/A392 
N/A393 // Inputs
N/A394 input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
N/A395 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/A396 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/A397 
N/A398 // Outputs
N/A399 output OnBeginSequence(void) : "Fires when the action animation begins playing."
N/A400 output OnEndSequence(void) : "Fires when the action animation completes."
N/A401 output OnCancelSequence(void) : "Fires when the sequence is cancelled."
N/A402 output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
N/A403 output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
N/A404 output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC."
N/A405 output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC."
N/A406 output OnScriptEvent04(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC."
N/A407 output OnScriptEvent05(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC."
N/A408 output OnScriptEvent06(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC."
N/A409 output OnScriptEvent07(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC."
N/A410 output OnScriptEvent08(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC."
N/A411]
N/A412 
N/A413@PointClass sphere() iconsprite("editor/scripted_sentence.vmt") base(Targetname) = scripted_sentence : "Scripted Sentence"
N/A414[
N/A415 spawnflags(Flags) =
N/A416 [
N/A417 1 : "Fire Once"  : 1
N/A418 2 : "Followers Only" : 0
N/A419 4 : "Interrupt Speech" : 1
N/A420 8 : "Concurrent" : 0
N/A421 16 : "Speak to Activator" : 1
N/A422 ]
N/A423 
N/A424 sentence(string) : "Sentence Name" : ""
N/A425 entity(string) : "Speaker Type"
N/A426 delay(string) : "Additional Sentence Time" : "0"
N/A427 radius(integer) : "Search Radius" : 512
N/A428 refire(string) : "Delay Before Refire" : "3"
N/A429 listener(string) : "Listener Type"
N/A430 volume(string) : "Volume 0-10" : "10"
N/A431 attenuation(Choices) : "Sound Radius" : 0 =
N/A432 [
N/A433 0 : "Small Radius"
N/A434 1 : "Medium Radius"
N/A435 2 : "Large Radius"
N/A436 3 : "Play Everywhere"
N/A437 ]
N/A438 
N/A439 // Inputs
N/A440 input BeginSentence(void) : "Starts the scripted sentence."
N/A441 
N/A442 // Outputs
N/A443 output OnBeginSentence(void) : "Fires when the sentence begins"
N/A444 output OnEndSentence(void) : "Fires when the sentence ends"
N/A445]
N/A446 
N/A447@PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = scripted_target : "Scripted Target"
N/A448[
N/A449 StartDisabled(boolean) : "Start Disabled" : 1
N/A450 
N/A451 m_iszEntity(npcclass) : "Target NPC"
N/A452 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A453 
N/A454 MoveSpeed(integer) : "Move Speed" : 5 // How quickly should target move between scripted targets
N/A455 PauseDuration(integer) : "Pause Duration" : 0 // How long should target pause at scripted target
N/A456 EffectDuration(integer) : "Effect Duration" : 2 // How long should any associated effect last
N/A457 
N/A458 target(target_destination) : "Next Target" // Next scripted target
N/A459 
N/A460 // Inputs
N/A461 input Enable(void) : "Enable this entity"
N/A462 input Disable(void) : "Disable this entity"
N/A463 
N/A464 // Outputs
N/A465 output AtTarget(void) : "Fires when NPC reaches this target"
N/A466 output LeaveTarget(void) : "Fires when NPC leaves this target"
N/A467]
N/A468 
N/A469@PointClass base(Targetname) iconsprite("editor/ai_relationship.vmt") sphere() = ai_relationship :
N/A470 "AI Relationship - Sets relationships between groups of NPCs in the AI."
N/A471[
N/A472 subject(target_name_or_class) : "Subject(s)" : "" : "This is the NPC(s) whose disposition will change. May be a targetname or a classname."
N/A473 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/A474 disposition(choices) : "Disposition" : 3 : "Choose the way the Subject(s) should feel about the Target(s)" =
N/A475 [
N/A476 // These MUST match the enum in the code! (basecombatcharacter.h)
N/A477 1 : "Hate"
N/A478 2 : "Fear"
N/A479 3 : "Like"
N/A480 4 : "Neutral"
N/A481 ]
N/A482 
N/A483 radius(float) : "Radius for subject" : 0
N/A484 
N/A485 rank(integer) : "Disposition Priority" : 0 : "How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling."
N/A486 
N/A487 StartActive(boolean) : "Start Active" : 0
N/A488 
N/A489 Reciprocal(boolean) : "Reciprocal" : 0 : "Set this to YES to have the new relationship mirrored by Target"
N/A490 
N/A491 spawnflags(flags) =
N/A492 [
N/A493 1 : "Notify subject of target's location" : 0
N/A494 2 : "Notify target of subject's location" : 0
N/A495 ]
N/A496 
N/A497 // Inputs
N/A498 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/A499 
N/A500 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/A501 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/A502]
N/A503 
N/A504@PointClass base(Targetname) = ai_ally_manager : "AI Ally Manager"
N/A505[
N/A506 maxallies(integer) : "Maximum number of allies" : 5
N/A507 maxmedics(integer) : "Maximum number of medics" : 1
N/A508 
N/A509 // Inputs
N/A510 input SetMaxAllies(integer) : "Set maximum number of allies"
N/A511 input SetMaxMedics(integer) : "Set maximum number of medic allies"
N/A512 input Replenish(void) : "Replenish player allies"
N/A513 
N/A514 // Outputs
N/A515 output SpawnMedicAlly(void) : "Spawn Medic Ally"
N/A516 output SpawnAlly0(void) : "Spawn Ally 0"
N/A517 output SpawnAlly1(void) : "Spawn Ally 1"
N/A518 output SpawnAlly2(void) : "Spawn Ally 2"
N/A519 output SpawnAlly3(void) : "Spawn Ally 3"
N/A520 output SpawnAlly4(void) : "Spawn Ally 4"
N/A521 output SpawnAlly5(void) : "Spawn Ally 5"
N/A522 output SpawnAlly6(void) : "Spawn Ally 6"
N/A523 output SpawnAlly7(void) : "Spawn Ally 7"
N/A524 output SpawnAlly8(void) : "Spawn Ally 8"
N/A525 output SpawnAlly9(void) : "Spawn Ally 9"
N/A526 
N/A527 output OnZeroAllies(void) : "Fires when there are no more allies"
N/A528 output OnZeroMedicAllies(void) : "Fires when there are no more allies"
N/A529]
N/A530 
N/A531@BaseClass base(Targetname) = LeadGoalBase
N/A532[
N/A533 actor(target_name_or_class) : "Actor(s) to affect"
N/A534 goal(string) : "Target Entity"
N/A535 WaitPointName(target_destination) : "Point to wait at if the target's not visible"
N/A536 WaitDistance(float) : "Wait until player gets this close"
N/A537 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/A538 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/A539 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/A540 Run(boolean) : "Run instead of Walk" : "0"
N/A541 
N/A542 Retrieve(choices) : "Retrieve player?" : 1 =
N/A543 [
N/A544 0 : "No, just idle and wait"
N/A545 1 : "Yes, move to retrieve"
N/A546 ]
N/A547 ComingBackWaitForSpeak(choices) : "Before Coming Back, Wait for speech?" : 1 =
N/A548 [
N/A549 0 : "No, come back while speaking"
N/A550 1 : "Yes, wait for speech to finish"
N/A551 ]
N/A552 RetrieveWaitForSpeak(choices) : "On Retrieve, Wait for speech?" : 1 =
N/A553 [
N/A554 0 : "No, start leading while speaking"
N/A555 1 : "Yes, wait for speech to finish"
N/A556 ]
N/A557 DontSpeakStart(choices) : "Speak start greeting?" : 0 =
N/A558 [
N/A559 0 : "Yes, speak the start greeting"
N/A560 1 : "No, don't speak the greeting"
N/A561 ]
N/A562 LeadDuringCombat(choices) : "Lead during combat?" : 0 =
N/A563 [
N/A564 0 : "No. Stop to fight, resume leading when safe."
N/A565 1 : "Yes, lead while fighting."
N/A566 ]
N/A567 GagLeader(choices) : "Gag Leader?" : 0 =
N/A568 [
N/A569 0 : "No. Speak lead concepts normally, respecting other lead speech settings."
N/A570 1 : "Yes, don't speak any lead concepts at all, overriding all other lead speech settings."
N/A571 ]
N/A572 
N/A573 AttractPlayerConceptModifier(string)  : "Attract player concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken."
N/A574 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/A575 ArrivalConceptModifier(string)  : "Arrival concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken."
N/A576 PostArrivalConceptModifier(string)  : "Post-arrival concepts modifier"
N/A577 SuccessConceptModifier(string)  : "Success concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken."
N/A578 FailureConceptModifier(string)  : "Failure concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken."
N/A579 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/A580 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/A581 
N/A582 // Spawnflags
N/A583 spawnflags(Flags) =
N/A584 [
N/A585 1 : "No def success" : 0
N/A586 2 : "No def failure" : 0
N/A587 4 : "Use goal facing" : 1
N/A588 ]
N/A589 
N/A590 // Inputs
N/A591 input Activate( void )  : "Begin the leading behavior"
N/A592 input Deactivate( void )  : "Stop the leading behavior"
N/A593 
N/A594 input SetSuccess( void ) : "Notify success of leading"
N/A595 input SetFailure( void ) : "Notify failure of leading"
N/A596 
N/A597 // Outputs
N/A598 output OnArrival( void ) : "Fires when NPC reaches the lead point"
N/A599 output OnArrivalDone( void ) : "Fires when NPC has played out any arrival speech"
N/A600 output OnSuccess( void ) : "Fires when NPC achieves the goal"
N/A601 output OnFailure( void ) : "Fires when NPC fails to achieves the goal"
N/A602 output OnDone( void ) : "Fires when NPC completes behavior (any post-success or fail acting is complete)"
N/A603]
N/A604 
N/A605@PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead : "AI Goal Lead"
N/A606[
N/A607 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A608 [
N/A609 0 : "Entity Name"
N/A610 1 : "Classname"
N/A611 ]
N/A612]
N/A613 
N/A614@PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead_weapon :
N/A615 "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/A616[
N/A617 WeaponName(choices) : "Weapon" : "weapon_bugbait" =
N/A618 [
N/A619 "weapon_bugbait" : "Bugbait"
N/A620 "weapon_smg1" : "SMG1"
N/A621 "weapon_ar2"  : "AR2"
N/A622 ]
N/A623 
N/A624 MissingWeaponConceptModifier(string) : "Missing weapon concept modifier"
N/A625 
N/A626 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A627 [
N/A628 0 : "Entity Name"
N/A629 1 : "Classname"
N/A630 ]
N/A631]
N/A632 
N/A633@BaseClass base(Targetname) = FollowGoal
N/A634[
N/A635 actor(target_name_or_class) : "Actor(s) to affect"
N/A636 goal(string) : "Target Entity" : : "The name of the entity to follow. If blank, and the actor likes the player, then defaults to player"
N/A637 
N/A638 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A639 [
N/A640 0 : "Entity Name"
N/A641 1 : "Classname"
N/A642 ]
N/A643 
N/A644 StartActive(boolean) : "Start Active" : 0
N/A645 
N/A646 MaximumState(choices) : "Maximum state" : 1 =
N/A647 [
N/A648 1 : "Idle"
N/A649 2 : "Alert"
N/A650 3 : "Combat"
N/A651 ]
N/A652 
N/A653 Formation(choices) : "Formation" : 0 =
N/A654 [
N/A655 0 : "Close circle"
N/A656 1 : "Wide circle"
N/A657 5 : "Medium circle"
N/A658 6 : "Sidekick"
N/A659 8 : "Vortigaunt"
N/A660 ]
N/A661 
N/A662 // Inputs
N/A663 input Activate( void ) : "Begin the follow behavior"
N/A664 input Deactivate( void ) : "Cease the follow behavior"
N/A665]
N/A666 
N/A667@PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_follow : "AI Goal Follow"
N/A668[
N/A669]
N/A670 
N/A671@PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_injured_follow : "AI Goal Injured Follow"
N/A672[
N/A673]
N/A674 
N/A675@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Angles, Parentname) studio("models/pigeon.mdl") = ai_battle_line : "Battle line"
N/A676[
N/A677 // Spawnflags
N/A678 spawnflags(Flags) =
N/A679 [
N/A680 1 : "Use parent's orientation" : 0
N/A681 ]
N/A682 
N/A683 actor(target_name_or_class) : "Actor(s) or squad to affect"
N/A684 
N/A685 Active(boolean) : "Active" : 0
N/A686 
N/A687 Strict(boolean) : "Strict" : 1 : "Player orders can override, applies to allies only"
N/A688 
N/A689 // Inputs
N/A690 input Activate(void)
N/A691 input Deactivate(void)
N/A692]
N/A693 
N/A694@PointClass base(Targetname) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_fightfromcover : "AI Fight from Cover"
N/A695[
N/A696 actor(target_destination) : "Actor(s) to affect"
N/A697 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/A698 
N/A699 DirectionalMarker(target_destination) : "Directional Marker" : "" : "Specify the entity that indicates the direction of battle"
N/A700 GenericHintType(string) : "Generic Hint Type" : "" : "Behavior looks for 'generic' hints, and requires a text tag to search for"
N/A701 width(float) : "Zone Width" : "600" : "Width of the hint search area"
N/A702 length(float) : "Zone Length" : "480" : "Length of the hint search area"
N/A703 height(float) : "Zone Height" : "2400" : "Offset in the direction of the hint search area"
N/A704 bias(float) : "Zone Bias" : "60" : "Offset in the direction of the hint search area"
N/A705 
N/A706 StartActive(boolean) : "Start Active" : 0
N/A707 
N/A708 // Inputs
N/A709 input Activate(void)
N/A710 input Deactivate(void)
N/A711 input SetDirectionalMarker(string) : "Specify the entity that indicates the direction of battle"
N/A712]
N/A713 
N/A714 
N/A715 
N/A716@PointClass base(Targetname) iconsprite("editor/ai_goal_standoff.vmt") = ai_goal_standoff : "AI Goal Standoff"
N/A717[
N/A718 actor(target_name_or_class) : "Actor(s) to affect"
N/A719// goal(string) : "Target Entity (self by default) [NOT IMPLEMENTED]"
N/A720 
N/A721 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A722 [
N/A723 0 : "Entity Name"
N/A724 1 : "Classname"
N/A725 ]
N/A726 
N/A727 StartActive(boolean) : "Start Active" : 0
N/A728 
N/A729 HintGroupChangeReaction(Choices) : "Reaction to tactical change" : 1 : "What to do if leader moves, threat is neutralized, hint group changes, etc" =
N/A730 [
N/A731 0 : "Move when ready (default AI)"
N/A732 1 : "Move when seek cover"
N/A733 2 : "Move immediately"
N/A734 ]
N/A735 
N/A736 Aggressiveness(Choices) : "Aggressiveness" : 2 =
N/A737 [
N/A738 0 : "Very low"
N/A739 1 : "Low"
N/A740 2 : "Medium"
N/A741 3 : "High"
N/A742 4 : "Very High"
N/A743 // Custom agression disabled
N/A744 // 100 : "Custom"
N/A745 ]
N/A746 
N/A747 PlayerBattleline(boolean) : "Player battleline" : 1 : "Player defines a battle line, applies to allies only"
N/A748 
N/A749 StayAtCover(boolean) : "Stay at cover location" : 0 : "When have suitable cover, don't change it (disables advancing to battle line)"
N/A750 
N/A751 AbandonIfEnemyHides(boolean) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff"
N/A752 
N/A753 // Custom aggression
N/A754// CustomCoverOnReload(boolean) : "Custom: Take cover to reload" : 1
N/A755// CustomMinTimeShots(float) : "Custom: Min time wait to shoot"  : 2 : "Minimum duration of time after a burst of shooting before trying again"
N/A756// CustomMaxTimeShots(float) : "Custom: Max time wait to shoot"  : 4 : "Minimum duration of time after a burst of shooting before trying again"
N/A757// CustomMinShots(integer) : "Custom: Min shots in a burst"  : 1
N/A758// CustomMaxShots(integer) : "Custom: Max shots in a burst"  : 4
N/A759// CustomOddsCover(integer) : "Custom: Odds cover on damage"  : 25 : "If damaged, the chances react by taking immediate cover"
N/A760 
N/A761 // Inputs
N/A762 input Activate( void ) : "Begin contesting position"
N/A763 input Deactivate( void ) : "Cease contesting position"
N/A764 input SetAggressiveness(integer) : "Set aggressiveness"
N/A765]
N/A766 
N/A767@PointClass base(Targetname, Parentname, Angles) sphere(policeradius) iconsprite("editor/ai_goal_police.vmt") = ai_goal_police : "AI Goal Police"
N/A768[
N/A769 spawnflags(Flags) =
N/A770 [
N/A771 2 : "Knock-out target past crossing plane" : 0
N/A772 4 : "Do not leave post" : 0
N/A773 ]
N/A774 
N/A775 policeradius(float) : "Radius" : 512 : "Radius to police"
N/A776 policetarget(string) : "Target" : "" : "Target to police"
N/A777 
N/A778 // Inputs
N/A779 input EnableKnockOut(void) : "Tells the goal to make the active policing NPC knock out its target"
N/A780 input DisableKnockOut(void) : "Stop the active policing NPC from trying to knock out its target"
N/A781 
N/A782 // Outputs
N/A783 output OnFirstWarning(void) : "Fires the first time a policing cop warns a target"
N/A784 output OnSecondWarning(void) : "Fires the second time a policing cop warns a target"
N/A785 output OnLastWarning(void) : "Fires when a policing cop warns a target for the last time"
N/A786 output OnSupressingTarget(void) : "Fires when a policing cop starts to suppress (ie. beat) a target"
N/A787 output OnKnockOut(void) : "Fires when a target has been knocked out"
N/A788]
N/A789 
N/A790@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_rally.vmt") line(255 255 255, targetname, assaultpoint) = assault_rallypoint :
N/A791 "(Assault) rally point"
N/A792[
N/A793 assaultpoint(target_destination)  : "Assault Point" : "" : "Location to move to as assault begins"
N/A794 assaultdelay(float) : "Assault Delay" : 0 : "How long to wait after cue is given before assault begins."
N/A795 rallysequence(string) : "Rally Sequence" : "" : "Override the NPC's wait activity by entering a sequence name."
N/A796 priority(integer) : "Priority" : 1 : "Higher priority rally points get selected first."
N/A797 
N/A798 forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it."
N/A799 
N/A800 urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this rally point as Urgent Navigation."
N/A801 
N/A802 lockpoint(boolean) : "Lock Point" : 1 : "Should this point be locked by a character using it."
N/A803 
N/A804 output OnArrival(void) : "Fires when the NPC reaches this rally point"
N/A805]
N/A806 
N/A807@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_point.vmt") line(255 255 255, targetname, nextassaultpoint) = assault_assaultpoint :
N/A808 "(Assault) assault point"
N/A809[
N/A810 assaultgroup(string)  : "Assault Hint Group" : "" : "NPC's movements are constrained to this hint group once assault has begun"
N/A811 nextassaultpoint(target_destination) : "Next assault point (optional)"
N/A812 assaulttimeout(float) : "Assault time out" : "3.0" : "This point is cleared when no enemies are seen for this long (seconds)"
N/A813 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/A814 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/A815 
N/A816 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/A817 
N/A818 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/A819 
N/A820 strict(choices) : "Strict?" : 0 =
N/A821 [
N/A822 0 : "No, NPC may move from point to attack"
N/A823 1 : "Yes, NPC may not move to attack"
N/A824 ]
N/A825 
N/A826 spawnflags(Flags) =
N/A827 [
N/A828 1 : "Clear this point upon arrival, UNCONDITIONALLY" : 0
N/A829 ]
N/A830 
N/A831 forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it."
N/A832 
N/A833 urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation."
N/A834 
N/A835 assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =
N/A836 [
N/A837 36 : "Tight (3ft)"
N/A838 72 : "Medium (6ft)"
N/A839 120 : "Large (10ft)"
N/A840 ]
N/A841 
N/A842 
N/A843 // Inputs
N/A844 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/A845 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/A846 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/A847 
N/A848 // Outputs
N/A849 output OnArrival(void) : "Fires when the NPC reaches this assault point"
N/A850 output OnAssaultClear(void) : "Fires when this assault point is cleared of enemies"
N/A851]
N/A852 
N/A853@PointClass base(Targetname) = ai_goal_assault :
N/A854 "AI Goal Assault"
N/A855[
N/A856 actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should perform this assault"
N/A857 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/A858 
N/A859 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A860 [
N/A861 0 : "Entity Name"
N/A862 1 : "Classname"
N/A863 ]
N/A864 
N/A865 StartActive(boolean) : "Start Active" : 0
N/A866 
N/A867 AssaultCue(choices) : "Assault Cue" : 1 =
N/A868 [
N/A869 1 : "Entity System Input"
N/A870 2 : "Gunfire"
N/A871 3 : "Don't wait for a cue."
N/A872 ]
N/A873 
N/A874 RallySelectMethod(choices) : "Rally Point Selection Method" : 0 =
N/A875 [
N/A876 0 : "Priority, Closest (default)"
N/A877 1 : "Random"
N/A878 2 : "Priority, Furthest"
N/A879 ]
N/A880 
N/A881 BranchingMethod(choices) : "Branching Assault Selection Method" : 0 =
N/A882 [
N/A883 0 : "Random (default)"
N/A884 1 : "Closest"
N/A885 2 : "Furthest"
N/A886 ]
N/A887 
N/A888 // Inputs
N/A889 input Activate( void ) : "Begin the assault behavior"
N/A890 input Deactivate( void ) : "Cease the assault behavior"
N/A891 input BeginAssault( void ) : "Begin assault phase"
N/A892]
N/A893 
N/A894@BaseClass base(Targetname) = BaseActBusy
N/A895[
N/A896 actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should act busy"
N/A897 
N/A898 StartActive(boolean) : "Start Active" : 0
N/A899 
N/A900 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A901 [
N/A902 0 : "Entity Name"
N/A903 1 : "Classname"
N/A904 ]
N/A905 
N/A906 busysearchrange(float) : "Search Range for Busy Hints" : 2048
N/A907 visibleonly(boolean) : "Visible Busy Hints Only" : 0
N/A908 
N/A909 // Inputs
N/A910 input Activate( void ) : "Begin acting busy"
N/A911 input Deactivate( void ) : "Cease acting busy"
N/A912 input SetBusySearchRange( float ) : "Update the busy search range for all actors."
N/A913 input ForceNPCToActBusy( string ) : "Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. 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/A914 input ForceThisNPCToActBusy( string ) : "Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)"
N/A915 input ForceThisNPCToLeave( string ) : "Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish."
N/A916 
N/A917 // Outputs
N/A918 output OnNPCStartedBusy(string) : "Fired when an NPC targeted by this goal starts an ActBusy animation."
N/A919 output OnNPCFinishedBusy(string) : "Fired when an NPC targeted by this goal finishes an ActBusy."
N/A920 output OnNPCLeft(string) : "Fired when an NPC target by this goal finishes a forced Leave."
N/A921]
N/A922 
N/A923@PointClass base(BaseActBusy) = ai_goal_actbusy : "AI Goal Act Busy"
N/A924[
N/A925 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/A926 
N/A927 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/A928 
N/A929 sightmethod(choices) : "Sight Enemy Method" : 0 : "The method to use to determine whether the Sight enemy is visible." =
N/A930 [
N/A931 0 : "Default. LOS -and- Viewcone"
N/A932 1 : "LOS Only. Disregard Viewcone"
N/A933 ]
N/A934 
N/A935 
N/A936 type(choices) : "Actbusy Type" : 0 =
N/A937 [
N/A938 0 : "Default (Standard)"
N/A939 1 : "Combat"
N/A940 ]
N/A941 
N/A942 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/A943 
N/A944 
N/A945 allowteleport(choices) : "Allow actor to teleport?" : 0 =
N/A946 [
N/A947 0 : "No"
N/A948 1 : "Yes (Only for Combat Actbusy)"
N/A949 ]
N/A950 
N/A951 output OnNPCLostSeeEntity(void) : "Fired when the NPC loses sight of the see entity (if one is specified)."
N/A952 output OnNPCSeeEnemy(void)  : "Fired when this NPC leaves his actbusy because of sighting an enemy."
N/A953]
N/A954 
N/A955@PointClass base(BaseActBusy) = ai_goal_actbusy_queue : "AI Goal Act Busy Queue"
N/A956[
N/A957 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/A958 node01(target_destination) : "Node 1" : "" : "The name of the first actbusy hint node in the queue."
N/A959 node02(target_destination) : "Node 2" : "" : "The name of the second actbusy hint node in the queue."
N/A960 node03(target_destination) : "Node 3" : "" : "The name of the third actbusy hint node in the queue."
N/A961 node04(target_destination) : "Node 4" : "" : "The name of the fourth actbusy hint node in the queue."
N/A962 node05(target_destination) : "Node 5" : "" : "The name of the fifth actbusy hint node in the queue."
N/A963 node06(target_destination) : "Node 6" : "" : "The name of the sixth actbusy hint node in the queue."
N/A964 node07(target_destination) : "Node 7" : "" : "The name of the seventh actbusy hint node in the queue."
N/A965 node08(target_destination) : "Node 8" : "" : "The name of the eighth actbusy hint node in the queue."
N/A966 node09(target_destination) : "Node 9" : "" : "The name of the ninth actbusy hint node in the queue."
N/A967 node10(target_destination) : "Node 10" : "" : "The name of the tenth actbusy hint node in the queue."
N/A968 node11(target_destination) : "Node 11" : "" : "The name of the eleventh actbusy hint node in the queue."
N/A969 node12(target_destination) : "Node 12" : "" : "The name of the twelfth actbusy hint node in the queue."
N/A970 node13(target_destination) : "Node 13" : "" : "The name of the thirteenth actbusy hint node in the queue."
N/A971 node14(target_destination) : "Node 14" : "" : "The name of the fourteenth actbusy hint node in the queue."
N/A972 node15(target_destination) : "Node 15" : "" : "The name of the fifteenth actbusy hint node in the queue."
N/A973 node16(target_destination) : "Node 16" : "" : "The name of the sixteenth actbusy hint node in the queue."
N/A974 node17(target_destination) : "Node 17" : "" : "The name of the seventeenth actbusy hint node in the queue."
N/A975 node18(target_destination) : "Node 18" : "" : "The name of the eighteenth actbusy hint node in the queue."
N/A976 node19(target_destination) : "Node 19" : "" : "The name of the nineteenth actbusy hint node in the queue."
N/A977 node20(target_destination) : "Node 20" : "" : "The name of the twentieth actbusy hint node in the queue."
N/A978 
N/A979 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/A980 
N/A981 // Inputs
N/A982 input PlayerStartedBlocking(float) : "Tell the queue manager that the player has started blocking a spot in the queue."
N/A983 input PlayerStoppedBlocking(float) : "Tell the queue manager that the player has stopped blocking a spot in the queue."
N/A984 input MoveQueueUp(void) : "Force the queue to move up, sending the front-most NPC out of the queue."
N/A985 
N/A986 // Outputs
N/A987 output OnQueueMoved(float) : "Fired when the queue moves. Outputs the number of NPCs left in the queue."
N/A988 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/A989 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/A990]
N/A991 
N/A992@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_changetarget : "Change Target"
N/A993[
N/A994 target(target_destination) : "Target entity" : : "Name of entity whose target will be changed."
N/A995 m_iszNewTarget(string) : "New Target"
N/A996 
N/A997 // Inputs
N/A998 input Kill( void ) : "Removes this entity from the world"
N/A999 input Activate( void ) : "Changes the entities target"
N/A1000]
N/A1001 
N/A1002@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/A1003[
N/A1004 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/A1005 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/A1006 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/A1007]
N/A1008@PointClass base(Targetname) sphere(Radius) size(-8 -8 -8, 8 8 8) = ai_changehintgroup : "Change Hint Group"
N/A1009[
N/A1010 SearchType(choices) : "Search Type" : 0 : "How to search for the entities to change." =
N/A1011 [
N/A1012 0 : "Entity Name"
N/A1013 1 : "Classname"
N/A1014 2 : "Old Hint Group"
N/A1015 ]
N/A1016 SearchName(string) : "Name to search for"
N/A1017 NewHintGroup(string) : "New Hint Group"
N/A1018 Radius(string) : "Search Radius" : "0.0" : "Radius to search (0 for all of map)"
N/A1019 hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, does not limit local navigation."
N/A1020 
N/A1021 input Kill( void ) : "Removes this entity from the world"
N/A1022 input Activate( void ) : "Change the Hint Group"
N/A1023]
N/A1024 
N/A1025 
N/A1026 
N/A1027@PointClass base(Targetname) = ai_script_conditions : "AI Script Conditions"
N/A1028[
N/A1029 Actor(target_destination) : "Actor" : : "NPC Target"
N/A1030 
N/A1031 StartDisabled(boolean) : "Start Disabled" : 1
N/A1032 
N/A1033 MinimumState(choices) : "Minimum state" : 1 =
N/A1034 [
N/A1035 1 : "Idle"
N/A1036 2 : "Alert"
N/A1037 3 : "Combat"
N/A1038 ]
N/A1039 
N/A1040 MaximumState(choices) : "Maximum state" : 3 =
N/A1041 [
N/A1042 1 : "Idle"
N/A1043 2 : "Alert"
N/A1044 3 : "Combat"
N/A1045 ]
N/A1046 
N/A1047 ScriptStatus(choices) : "Actor is running a script?" : 2 =
N/A1048 [
N/A1049 0 : "No"
N/A1050 1 : "Yes"
N/A1051 2 : "Don't care"
N/A1052 ]
N/A1053 
N/A1054 RequiredTime(float) : "Required Time"  : 0 : "Duration of time that all the conditions must be true"
N/A1055 MinTimeout(float) : "Minimum time out"  : 0 : "Minimum time before OnConditionsTimeout is fired. 0 = never expire."
N/A1056 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/A1057 
N/A1058 ActorSeePlayer(choices) : "Actor Sees Player" : 2 =
N/A1059 [
N/A1060 0 : "No"
N/A1061 1 : "Yes"
N/A1062 2 : "Don't care"
N/A1063 ]
N/A1064 
N/A1065 PlayerActorProximity(float) : "Player distance"  : 0 : "The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore."
N/A1066 PlayerActorFOV(float) : "Player FOV for Actor " : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
N/A1067 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/A1068 [
N/A1069 0 : "No - Tall pie slice"
N/A1070 1 : "Yes - True view cone"
N/A1071 ]
N/A1072 
N/A1073 PlayerActorLOS(choices) : "Player has LOS to Actor" : 2 : "Checks that the player has clear Line of Sight to the Actor" =
N/A1074 [
N/A1075 0 : "No"
N/A1076 1 : "Yes"
N/A1077 2 : "Don't care"
N/A1078 ]
N/A1079 
N/A1080 
N/A1081 target(target_destination) : "Target (Optional)" : : "Optional entity to include in conditions"
N/A1082 ActorSeeTarget(choices)  : "Actor Sees Target" : 2 =
N/A1083 [
N/A1084 0 : "No"
N/A1085 1 : "Yes"
N/A1086 2 : "Don't care"
N/A1087 ]
N/A1088 
N/A1089 ActorTargetProximity(float) : "Target distance"  : 0 : "The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore."
N/A1090 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/A1091 PlayerTargetFOV(float) : "Player FOV for Target" : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
N/A1092 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/A1093 [
N/A1094 0 : "No - Tall pie slice"
N/A1095 1 : "Yes - True view cone"
N/A1096 ]
N/A1097 
N/A1098 PlayerTargetLOS(choices) : "Player has LOS to Target" : 2 : "Checks that the player has clear Line of Sight to the Target" =
N/A1099 [
N/A1100 0 : "No"
N/A1101 1 : "Yes"
N/A1102 2 : "Don't care"
N/A1103 ]
N/A1104 
N/A1105 PlayerBlockingActor(choices) : "Player blocking Actor" : 2 : "Checks that the player is blocking the Actor's path" =
N/A1106 [
N/A1107 0 : "No"
N/A1108 1 : "Yes"
N/A1109 2 : "Don't care"
N/A1110 ]
N/A1111 
N/A1112 ActorInPVS(choices)  : "Actor in Player's PVS" : 2 : "Checks that the actor is in the player's PVS" =
N/A1113 [
N/A1114 0 : "No"
N/A1115 1 : "Yes"
N/A1116 2 : "Don't care"
N/A1117 ]
N/A1118 
N/A1119 ActorInVehicle(choices)  : "Actor in a vehicle" : 2 : "Checks the actor's state in a vehicle" =
N/A1120 [
N/A1121 0 : "No"
N/A1122 1 : "Yes"
N/A1123 2 : "Don't care"
N/A1124 ]
N/A1125 
N/A1126 PlayerInVehicle(choices)  : "Player in a vehicle" : 2 : "Checks the player's state in a vehicle" =
N/A1127 [
N/A1128 0 : "No"
N/A1129 1 : "Yes"
N/A1130 2 : "Don't care"
N/A1131 ]
N/A1132 
N/A1133 spawnflags(Flags) =
N/A1134 [
N/A1135 1 : "Fire outputs with the Actor as Activator"  : 0
N/A1136 ]
N/A1137 
N/A1138 // Inputs
N/A1139 input Enable(void) : "Enable this entity"
N/A1140 input Disable(void) : "Disable this entity"
N/A1141 
N/A1142 // Outputs
N/A1143 output OnConditionsSatisfied(void) : "Fires when AI conditions satisfied"
N/A1144 output OnConditionsTimeout(void)  : "Fires when AI conditions timed out"
N/A1145 output NoValidActor(void) : "Fires if/when there are no matching actors in the map."
N/A1146]
N/A1147 
N/A1148@PointClass base(BaseScripted, Angles, SystemLevelChoice) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence :
N/A1149 "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/A1150 "be told to play the script wherever they currently are. "+
N/A1151 "Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. "+
N/A1152 "This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:\n\n"+
N/A1153 "1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.\n"+
N/A1154 "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/A1155 "3) Fire the OnBeginSequence output.\n"+
N/A1156 "4) Play the action animation. If no action animation is specified, skip to step 5.\n"+
N/A1157 "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/A1158 "6) Fire the OnEndSequence output.\n"+
N/A1159 "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/A1160 "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/A1161 "If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag."
N/A1162[
N/A1163 spawnflags(Flags) =
N/A1164 [
N/A1165 4 : "Repeatable" : 0
N/A1166 8 : "Leave Corpse" : 0
N/A1167 16 : "Start on Spawn" : 0
N/A1168 32: "No Interruptions" : 0
N/A1169 64: "Override AI" : 0
N/A1170 128: "Don't Teleport NPC On End" : 0
N/A1171 256: "Loop in Post Idle" : 0
N/A1172 512: "Priority Script" : 0
N/A1173 4096: "Allow actor death" : 0
N/A1174 ]
N/A1175 
N/A1176 
N/A1177 onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
N/A1178 [
N/A1179 0 : "Do Nothing"
N/A1180 1 : "Cancel Script and return to AI"
N/A1181 ]
N/A1182]
N/A1183 
N/A1184 
N/A1185@PointClass base(Targetname) sphere(m_flRadius) color(255 0 255) iconsprite("editor/aiscripted_schedule") = aiscripted_schedule :
N/A1186 "Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as " +
N/A1187 "a scripted_sequence does"
N/A1188[
N/A1189 m_iszEntity(target_destination) : "Target NPC" : : "The name or classname of an NPC to use."
N/A1190 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A1191 
N/A1192 graball(boolean)  : "All in radius" : 0: "Whether to grab all matching NPCs in the specified radius, instead of just one"
N/A1193 
N/A1194 spawnflags(Flags) =
N/A1195 [
N/A1196 4 : "Repeatable" : 1
N/A1197 1024 : "Search Cyclically" : 0
N/A1198 2048 : "Don't Complain" : 0
N/A1199 ]
N/A1200 
N/A1201 forcestate(choices) : "AI state to set" : 0 =
N/A1202 [
N/A1203 0 : "<None>"
N/A1204 1 : "Set state to IDLE"
N/A1205 2 : "Set state to ALERT"
N/A1206 3 : "Set state to COMBAT"
N/A1207 ]
N/A1208 
N/A1209 schedule(choices) : "Schedule to run" : 1 =
N/A1210 [
N/A1211 0 : "<None>"
N/A1212 1 : "Walk to Goal Entity"
N/A1213 2 : "Run to Goal Entity"
N/A1214 3 : "Set enemy to Goal Entity"
N/A1215 4 : "Walk Goal Path"
N/A1216 5 : "Run Goal Path"
N/A1217 6 : "Set enemy to Goal Entity AND Run to Goal Entity"
N/A1218 ]
N/A1219 
N/A1220 interruptability(choices) : "Interruptability" : 0 =
N/A1221 [
N/A1222 0 : "General"
N/A1223 1 : "Damage or Death"
N/A1224 2 : "Death"
N/A1225 ]
N/A1226 
N/A1227 goalent(target_destination) : "Goal entity" : : "Provides the name of a schedule-specific goal entity (see 'Schedule to run')"
N/A1228 
N/A1229 // Inputs
N/A1230 input StartSchedule(void) : "Starts the scripted schedule. This will first locate an NPC that " +
N/A1231 "matches the given target, then tell the NPC to run the specified schedule."
N/A1232]
N/A1233 
N/A1234//-------------------------------------------------------------------------
N/A1235//
N/A1236// Solid Entities
N/A1237//
N/A1238//-------------------------------------------------------------------------
N/A1239 
N/A1240@SolidClass base(Parentname, Targetname, Global) = func_vehicleclip: "Vehicle Clip"
N/A1241[
N/A1242 input Kill( void ) : "Removes this entity from the world"
N/A1243 input Enable( void ) : "Enable collisions with vehicles"
N/A1244 input Disable( void ) : "Disable collisions with vehicles"
N/A1245]
N/A1246 
N/A1247@SolidClass base(func_movelinear) = func_lookdoor : "A door that moves either when looked by a targeted object or when " +
N/A1248 "a target object comes near the door. Behavior can be either based on viewing direction or proximity " +
N/A1249 "alone, or on a combination of both. If inverted the doors behavior will be the opposite."
N/A1250[
N/A1251 spawnflags(flags) =
N/A1252 [
N/A1253 8192  : "LookDoor Threshold" : 0
N/A1254 16384 : "LookDoor Invert" : 0
N/A1255 32768 : "LookDoor From Open" : 0
N/A1256 ]
N/A1257 
N/A1258 ProximityDistance(string) : "Proximity Distance" : "0.0"  : "If non-zero, proximity range over which door will move"
N/A1259 ProximityOffset(string) : "Proximity Offset" : "0.0" : "Offset from the target object"
N/A1260 FieldOfView(string) : "FieldOfView" : "0.0"  : "If non-zero, field of view over which door will move"
N/A1261 
N/A1262 // Input
N/A1263 input InvertOn(void) : "InvertOn - when set behavior of door is inverted."
N/A1264 input InvertOff(void) : "InvertOff - when set behavior of door is normal."
N/A1265]
N/A1266 
N/A1267//-------------------------------------------------------------------------
N/A1268//
N/A1269// Point Entities
N/A1270//
N/A1271//-------------------------------------------------------------------------
N/A1272 
N/A1273@PointClass base(EnvGlobal) iconsprite("editor/env_global.vmt") = env_global :
N/A1274 "An entity to control a game-specific global states."
N/A1275[
N/A1276 globalstate(choices) : "Global State to Set" =
N/A1277 [
N/A1278 "gordon_precriminal" : "Gordon pre-criminal"
N/A1279 "antlion_allied" : "Antlions are player allies"
N/A1280// "player_stealth" : "Player in APC is disguised as combine"
N/A1281 "suit_no_sprint" : "Suit sprint function not yet enabled"
N/A1282 "super_phys_gun" : "Super phys gun is enabled"
N/A1283 "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
N/A1284// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
N/A1285 "gordon_invulnerable" : "Gordon is invulnerable"
N/A1286 "no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
N/A1287 "ep2_alyx_injured" : "Episode 2: Alyx injured"
N/A1288 "ep_alyx_darknessmode" : "Episodic: Alyx darkness mode"
N/A1289 "hunters_to_run_over" : "Ep2 Counter: Hunters to run over before they dodge"
N/A1290 ]
N/A1291]
N/A1292 
N/A1293//-------------------------------------------------------------------------
N/A1294//
N/A1295// Tanks
N/A1296//
N/A1297//-------------------------------------------------------------------------
N/A1298@BaseClass base(Targetname, Parentname, Origin, Angles, RenderFields, Global, Shadow) = BaseTank
N/A1299[
N/A1300 spawnflags(flags) =
N/A1301 [
N/A1302 1 : "Active" : 0
N/A1303 16: "Only Direct" : 0
N/A1304 32: "Controllable" : 0
N/A1305 64: "Damage Kick" : 0
N/A1306 1024: "NPC Controllable" : 0
N/A1307 2048: "NPC Set Controller" : 0
N/A1308 4096: "Allow friendlies to hit player" : 0
N/A1309 32768: "Non-solid." : 0
N/A1310 131072: "Perfect accuracy every 3rd shot at player" : 0
N/A1311 ]
N/A1312 
N/A1313 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/A1314 
N/A1315 // Mainly for use with 1009 team settings (game_team_master)
N/A1316 master(string) : "(Team) Master"
N/A1317 
N/A1318 yawrate(string) : "Yaw rate" : "30"
N/A1319 yawrange(string) : "Yaw range" : "180"
N/A1320 yawtolerance(string) : "Yaw tolerance" : "15"
N/A1321 pitchrate(string) : "Pitch rate" : "0"
N/A1322 pitchrange(string) : "Pitch range" : "0"
N/A1323 pitchtolerance(string) : "Pitch tolerance" : "5"
N/A1324 barrel(string) : "Barrel Length" : "0"
N/A1325 barrely(string) : "Barrel Horizontal" : "0"
N/A1326 barrelz(string) : "Barrel Vertical" : "0"
N/A1327 spritesmoke(sprite) : "Smoke Sprite" : ""
N/A1328 spriteflash(sprite) : "Flash Sprite" : ""
N/A1329 spritescale(string) : "Sprite scale" : "1"
N/A1330 rotatestartsound(sound) : "Rotate Start Sound" : ""
N/A1331 rotatesound(sound) : "Rotate Loop Sound" : ""
N/A1332 rotatestopsound(sound) : "Rotate Stop Sound" : ""
N/A1333 firerate(string) : "Rate of Fire" : "1"
N/A1334 bullet_damage(string) : "Damage Per Bullet" : "0" : "If set to 0, it'll use the base weapon bullet's damage."
N/A1335 bullet_damage_vs_player(string) : "Damage Per Bullet Vs Player" : "0" : "If set to 0, it'll use the Damage Per Bullet value."
N/A1336 persistence(string) : "Firing persistence" : "1" : "(Seconds) How long to keep firing at last known position after lose sight of target"
N/A1337 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/A1338 firespread(choices) : "Bullet accuracy" : 0 =
N/A1339 [
N/A1340 0: "Perfect Shot"
N/A1341 1: "Small cone"
N/A1342 2: "Medium cone"
N/A1343 3: "Large cone"
N/A1344 4: "Extra-large cone"
N/A1345 ]
N/A1346 minRange(string) : "Minmum target range" : "0"
N/A1347 maxRange(string) : "Maximum target range" : "0"
N/A1348 _minlight(string) : "Minimum light level"
N/A1349 
N/A1350 gun_base_attach(string) : "Gun Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from."
N/A1351 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/A1352 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/A1353 gun_yaw_pose_center(float) : "Gun Yaw Pose Center" : "0" : "The center yaw pose parameter of the gun on the parent"
N/A1354 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/A1355 gun_pitch_pose_center(float) : "Gun Pitch Pose Center" : "0" : "The center pitch pose parameter of the gun on the parent"
N/A1356 
N/A1357 ammo_count(integer) : "Ammunition Count" : -1 : "Only applies to player use. -1 = unlimited ammo."
N/A1358 
N/A1359 LeadTarget(boolean) : "Lead Target" : "No"
N/A1360 
N/A1361 npc_man_point(target_destination) : "NPC Man Point" : "" : "Point where NPC must stand to man this func_tank."
N/A1362 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/A1363 ignoregraceupto(float) : "Ignore Grace Upto" : "768" : "The player grace period is ignored if the player's under this distance from the func_tank."
N/A1364 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/A1365 
N/A1366 effecthandling(choices) : "Effect Handling" : 0 =
N/A1367 [
N/A1368 0 : "Use Individual Settings."
N/A1369 1 : "AR2"
N/A1370 2 : "Combine Cannon"
N/A1371 ]
N/A1372 
N/A1373 // Inputs
N/A1374 input Activate(void) : "Turn the tank on"
N/A1375 input Deactivate(void) : "Turn the tank off (go dormant)"
N/A1376 input SetFireRate(string) : "How fast to fire (0 = don't fire)"
N/A1377 input SetDamage(string) : "Set the Damage Per Bullet"
N/A1378 input SetTargetPosition(string) : "World position that I should aim at"
N/A1379 input SetTargetDir(vector) : "Direction to aim at."
N/A1380 input SetTargetEntityName(string) : "Name of entity I should follow/attack"
N/A1381 input SetTargetEntity(string) : "Entity I should follow/attack (output from other entity only)"
N/A1382 input ClearTargetEntity(void) : "Clear the entity I should be attacking."
N/A1383 input FindNPCToManTank(string) : "Find a nearby NPC to man this func_tank."
N/A1384 input StartFindingNPCs(void) : "Start searching for NPCs to man this func_tank."
N/A1385 input StopFindingNPCs(void) : "Stop searching for NPCs to man this func_tank."
N/A1386 input ForceNPCOff(void) : "Force the NPC manning this func_tank (if any) to leave."
N/A1387 input SetMaxRange(float) : "Set the max range of the func_tank."
N/A1388 
N/A1389 // Outputs
N/A1390 output OnFire(void) : "Fires when the tank fires its bullets"
N/A1391 output OnAquireTarget(void) : "Fires when target is newly in range and can be shot"
N/A1392 output OnLoseTarget(void) : "Fires when when target goes out of range"
N/A1393 output OnAmmoDepleted(void) : "Fires when tank runs out of ammo"
N/A1394 output OnGotController(void) : "Fires when an NPC starts to control this tank. Players do NOT fire this input."
N/A1395 output OnLostController(void) : "Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input."
N/A1396 output OnGotPlayerController(void) : "Fires when a Player starts to control this tank. NPCs do NOT fire this input."
N/A1397 output OnLostPlayerController(void) : "Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input."
N/A1398 output OnReadyToFire(void) : "Fires once when the tank is done waiting to fire between rounds"
N/A1399]
N/A1400 
N/A1401 
N/A1402// dvs: FIXME: put this back once we have an episodic FGD
N/A1403//@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
N/A1404//[
N/A1405// bullet(choices) : "Bullets" : 0 =
N/A1406// [
N/A1407// 0: "None"
N/A1408// 1: "Pistol"
N/A1409// 2: "SMG1"
N/A1410// 3: "AR2"
N/A1411// 4: "Laser"
N/A1412// ]
N/A1413//
N/A1414// spawnflags(flags) =
N/A1415// [
N/A1416// 8192: "Ignore range when making viewcone checks" : 0
N/A1417// 256 : "Aiming Assistance (Player Only)" : 0
N/A1418// ]
N/A1419//]
N/A1420 
N/A1421 
N/A1422// dvs: FIXME: move into an episodic FGD
N/A1423@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
N/A1424[
N/A1425 ammotype(choices) : "Ammo type" : "" =
N/A1426 [
N/A1427 "" : "None"
N/A1428 "Pistol" : "Pistol"
N/A1429 "SMG1" : "SMG1"
N/A1430 "AR2" : "AR2"
N/A1431 "CombineHeavyCannon" : "Combine Heavy Cannon"
N/A1432 ]
N/A1433 
N/A1434 spawnflags(flags) =
N/A1435 [
N/A1436 8192: "Ignore range when making viewcone checks" : 0
N/A1437 256 : "Aiming Assistance (Player Only)" : 0
N/A1438 ]
N/A1439]
N/A1440 
N/A1441//-------------------------------------------------------------------------
N/A1442//
N/A1443// Items
N/A1444//
N/A1445//-------------------------------------------------------------------------
N/A1446@BaseClass color(0 0 200) base(Targetname, Angles, Shadow) sphere(fademindist) sphere(fademaxdist) = Item
N/A1447[
N/A1448 output OnPlayerTouch(void) : "Fires when the player touches this object"
N/A1449 
N/A1450 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/A1451 
N/A1452 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/A1453 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/A1454 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/A1455 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A1456 
N/A1457 spawnflags(Flags) =
N/A1458 [
N/A1459 1 : "Start Constrained" : 0
N/A1460 ]
N/A1461]
N/A1462 
N/A1463//-------------------------------------------------------------------------
N/A1464//
N/A1465// Weapons
N/A1466//
N/A1467//-------------------------------------------------------------------------
N/A1468@BaseClass color(0 0 200) base(Targetname, Angles) sphere(fademindist) sphere(fademaxdist) = Weapon
N/A1469[
N/A1470 spawnflags(Flags) =
N/A1471 [
N/A1472 1 : "Start constrained" : 0
N/A1473 2 : "Deny player pickup (reserve for NPC)" : 0
N/A1474 4 : "Not puntable by Gravity Gun" : 0
N/A1475 ]
N/A1476 
N/A1477 output OnPlayerUse(void) : "Fires when the player +uses this weapon"
N/A1478 output OnPlayerPickup(void) : "Fires when the player picks up this weapon"
N/A1479 output OnNPCPickup(void) : "Fires when an NPC picks up this weapon"
N/A1480 output OnCacheInteraction(void) : "Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt."
N/A1481 
N/A1482 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/A1483 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/A1484 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/A1485 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A1486]
N/A1487 
N/A1488@SolidClass base(Trigger) = trigger_vphysics_motion :
N/A1489 "A volumetric trigger that affects the motion of vphysics objects that touch it."
N/A1490[
N/A1491 spawnflags(Flags) =
N/A1492 [
N/A1493 4096 : "Can move (through hierarchical attachment)" : 0
N/A1494 ]
N/A1495 
N/A1496 StartDisabled(boolean) : "Start Disabled" : 0
N/A1497 
N/A1498 filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
N/A1499 
N/A1500 SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"
N/A1501 input SetGravityScale(float) : "Scale gravity of objects in the field."
N/A1502 
N/A1503 SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"
N/A1504 input SetAdditionalAirDensity(float) : "Additional air density for drag"
N/A1505 
N/A1506 SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"
N/A1507 input SetVelocityLimit(float) : "Max velocity in field."
N/A1508 
N/A1509 SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"
N/A1510 input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"
N/A1511 
N/A1512 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/A1513 
N/A1514 SetVelocityScale(float) : "Velocity scale/drag" : "1.0"
N/A1515 input SetVelocityScale(float) : "Velocity scale/drag"
N/A1516 
N/A1517 SetAngVelocityLimit(float) : "Max angular velocity in field (degrees/s, 0 disables)" : "0.0"
N/A1518 input SetAngVelocityLimit(float) : "Max angular velocity in field."
N/A1519 
N/A1520 SetAngVelocityScale(float) : "Angular Velocity scale/drag" : "1.0"
N/A1521 input SetAngVelocityScale(float) : "Angular Velocity scale/drag"
N/A1522 
N/A1523 SetLinearForce(float) : "Linear force (0 disables)" : "0.0"
N/A1524 input SetLinearForce(float) : "Linear force (0 disables)"
N/A1525 
N/A1526 SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))" : "0 0 0"
N/A1527// input SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))"
N/A1528 
N/A1529 ParticleTrailMaterial(string) : "Particle Trail Material" : : "Name of a material to use for the particle trail, no name means no particle trail"
N/A1530 ParticleTrailLifetime(float) : "Particle Trail Lifetime" : 4 : "Lifetime of the particles to emit"
N/A1531 ParticleTrailStartSize(float) : "Particle Trail Starting Sprite Size" : 2 : "Starting size of the sprite to emit"
N/A1532 ParticleTrailEndSize(float) : "Particle Trail Ending Sprite Size" : 3 : "Ending size of the sprite to emit"
N/A1533 
N/A1534 // Inputs
N/A1535 input Enable(void) : "Enable the trigger."
N/A1536 input Disable(void): "Disable the trigger."
N/A1537 input Toggle(void) : "Toggle enable/disable."
N/A1538]
N/A1539 
N/A1540@PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) = path_corner : "Generic path point"
N/A1541[
N/A1542 spawnflags(Flags) =
N/A1543 [
N/A1544 1: "Wait for retrigger" : 0
N/A1545 2: "Teleport to THIS path_corner" : 0
N/A1546 ]
N/A1547 target(target_destination) : "Next stop target"
N/A1548 wait(integer) : "Wait here (secs)" : 0
N/A1549 speed(integer) : "New Train Speed" : 0
N/A1550 yaw_speed(integer) : "New Train rot. Speed" : 0
N/A1551 
N/A1552 // Inputs
N/A1553 input SetNextPathCorner(string) : "Sets next pathcorner"
N/A1554 
N/A1555 // Outputs
N/A1556 output OnPass(void) : "Fires when a path follower passes this point"
N/A1557]
N/A1558 
N/A1559//-------------------------------------------------------------------------
N/A1560//
N/A1561// Player effects
N/A1562//
N/A1563//-------------------------------------------------------------------------
N/A1564 
N/A1565@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
N/A1566[
N/A1567 duration(string) : "Fade Duration (seconds)" : "2"
N/A1568 holdtime(string) : "Hold Fade (seconds)" : "0"
N/A1569 renderamt(integer) : "Fade Alpha" : 255
N/A1570 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
N/A1571 loadtime(string) : "Reload delay" : "0"
N/A1572 
N/A1573 // Inputs
N/A1574 input Reload(void) : "Ends this game and reloads"
N/A1575]
N/A1576 
N/A1577 
N/A1578@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons"
N/A1579[
N/A1580 // Inputs
N/A1581 input Strip(void) : "Strip player's weapons"
N/A1582 input StripWeaponsAndSuit(void) : "Strip player's weapons and his suit"
N/A1583]
N/A1584 
N/A1585@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/A1586[
N/A1587 spawnflags(Flags) =
N/A1588 [
N/A1589 1: "Suppress weapons" : 0
N/A1590 2: "Suppress HUD" : 0
N/A1591 4: "Suppress jump" : 0
N/A1592 8: "Suppress duck" : 0
N/A1593 16: "Suppress use" : 0
N/A1594 32: "Suppress sprint" : 0
N/A1595 64: "Suppress attack" : 0
N/A1596 128: "Suppress zoom" : 0
N/A1597 ]
N/A1598 
N/A1599 // Inputs
N/A1600 input ModifySpeed(float) : "Modifies player speed by X ammount."
N/A1601]
N/A1602 
N/A1603 
N/A1604 
N/A1605//-------------------------------------------------------------------------
N/A1606//
N/A1607// Logic Entities
N/A1608//
N/A1609//-------------------------------------------------------------------------
N/A1610@PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_scene.vmt") = logic_choreographed_scene :
N/A1611 "Manages a choreographed scene of one or more actors."
N/A1612 
N/A1613[
N/A1614 // Keys
N/A1615 SceneFile(scene) : "Scene file"
N/A1616 
N/A1617 // Links
N/A1618 target1(target_destination) : "Target 1"
N/A1619 target2(target_destination) : "Target 2"
N/A1620 target3(target_destination) : "Target 3"
N/A1621 target4(target_destination) : "Target 4"
N/A1622 target5(target_destination) : "Target 5"
N/A1623 target6(target_destination) : "Target 6"
N/A1624 target7(target_destination) : "Target 7"
N/A1625 target8(target_destination) : "Target 8"
N/A1626 
N/A1627 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/A1628 [
N/A1629 0: "Start immediately"
N/A1630 1: "Wait for actor to finish"
N/A1631 2: "Interrupt at next interrupt event"
N/A1632 3: "Cancel at next interrupt event"
N/A1633 ]
N/A1634 
N/A1635 // Inputs
N/A1636 input Start(void) : "Starts playback of the scene file"
N/A1637 input Pause(void) : "Pauses playback of the scene file"
N/A1638 input Resume(void) : "Resumes playback of the scene if it has been paused"
N/A1639 input Cancel(void) : "Cancels playback of the scene"
N/A1640 input CancelAtNextInterrupt(void) : "Cancels playback of the scene at the next interrupt event in the scene."
N/A1641 input PitchShift(float) : "Multiplies the the pitch"
N/A1642 
N/A1643 input InterjectResponse(string) : "Finds an actor who can respond to the specified concept string while the scene continues playing"
N/A1644 
N/A1645 input StopWaitingForActor(void) : "Stop waiting on an actor to stop talking."
N/A1646 
N/A1647 // Outputs
N/A1648 output OnStart(void) : "The scene has started"
N/A1649 output OnCompletion(void) : "The scene has completed"
N/A1650 output OnCanceled(void) : "The scene has been canceled"
N/A1651 output OnTrigger1(void) : "Scene trigger 1"
N/A1652 output OnTrigger2(void) : "Scene trigger 2"
N/A1653 output OnTrigger3(void) : "Scene trigger 3"
N/A1654 output OnTrigger4(void) : "Scene trigger 4"
N/A1655 output OnTrigger5(void) : "Scene trigger 5"
N/A1656 output OnTrigger6(void) : "Scene trigger 6"
N/A1657 output OnTrigger7(void) : "Scene trigger 7"
N/A1658 output OnTrigger8(void) : "Scene trigger 8"
N/A1659 output OnTrigger9(void) : "Scene trigger 9"
N/A1660 output OnTrigger10(void) : "Scene trigger 10"
N/A1661 output OnTrigger11(void) : "Scene trigger 11"
N/A1662 output OnTrigger12(void) : "Scene trigger 12"
N/A1663 output OnTrigger13(void) : "Scene trigger 13"
N/A1664 output OnTrigger14(void) : "Scene trigger 14"
N/A1665 output OnTrigger15(void) : "Scene trigger 15"
N/A1666 output OnTrigger16(void) : "Scene trigger 16"
N/A1667 
N/A1668 input SetTarget1(string) : "Set Target 1"
N/A1669 input SetTarget2(string) : "Set Target 2"
N/A1670 input SetTarget3(string) : "Set Target 3"
N/A1671 input SetTarget4(string) : "Set Target 4"
N/A1672 
N/A1673 onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
N/A1674 [
N/A1675 0 : "Do Nothing"
N/A1676 1 : "Cancel Script and return to AI"
N/A1677 ]
N/A1678]
N/A1679 
N/A1680@PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_manager.vmt") = logic_scene_list_manager :
N/A1681 "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/A1682[
N/A1683 scene0(target_destination) : "Scene 1" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1684 scene1(target_destination) : "Scene 2" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1685 scene2(target_destination) : "Scene 3" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1686 scene3(target_destination) : "Scene 4" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1687 scene4(target_destination) : "Scene 5" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1688 scene5(target_destination) : "Scene 6" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1689 scene6(target_destination) : "Scene 7" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1690 scene7(target_destination) : "Scene 8" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1691 scene8(target_destination) : "Scene 9" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1692 scene9(target_destination) : "Scene 10" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1693 scene10(target_destination) : "Scene 11" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1694 scene11(target_destination) : "Scene 12" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1695 scene12(target_destination) : "Scene 13" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1696 scene13(target_destination) : "Scene 14" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1697 scene14(target_destination) : "Scene 15" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1698 scene15(target_destination) : "Scene 16" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A1699 
N/A1700 // Inputs
N/A1701 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/A1702]
N/A1703 
N/A1704@PointClass base(Targetname, Parentname) sphere(volume) iconsprite("editor/ai_sound.vmt") = ai_sound :
N/A1705 "This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used " +
N/A1706 "to cause reactions in nearby NPCs.\n\n" +
N/A1707 "Sound Types\n" +
N/A1708 " Combat: Will cause most NPCs to become alert\n" +
N/A1709 " World: Will cause most NPCs to become alert\n" +
N/A1710 " Danger: Will cause most NPCs to move away from the position of the sound\n" +
N/A1711 " Bullet Impact: \n" +
N/A1712 " Carcass: \n" +
N/A1713 " Meat: \n" +
N/A1714 " Garbage: \n" +
N/A1715 " Thumper: causes antlions to run away briefly\n" +
N/A1716 " Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness\n"
N/A1717[
N/A1718 //input InsertSound(Integer) : "THIS IS NOW OBSOLETE. Use InsertAISound"
N/A1719 input EmitAISound(void) : "Make the sound."
N/A1720 
N/A1721 volume(integer) : "Volume" : 120 : "How far away this sound can be heard. This is a radius."
N/A1722 duration(float) : "Duration" : "0.5" : "How long the sound persists each time you insert it."
N/A1723 
N/A1724 soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." =
N/A1725 [
N/A1726 0: "Select one"
N/A1727 1: "Combat"
N/A1728 2: "World"
N/A1729 //4: "Player (Don't use)"
N/A1730 8: "Danger"
N/A1731 16: "Bullet Impact"
N/A1732 32: "Carcass"
N/A1733 64: "Meat"
N/A1734 128: "Garbage"
N/A1735 256: "Thumper"
N/A1736 4096: "Move Away - Most NPCs will clear the radius of this sound when heard."
N/A1737 16384 : "Readiness - Low"
N/A1738 32768 : "Readiness - Medium"
N/A1739 65536 : "Readiness - High"
N/A1740 ]
N/A1741 
N/A1742 soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." =
N/A1743 [
N/A1744 0 : "Select one"
N/A1745 8388608 : "Only Combine hear"
N/A1746 67108864 : "Combine cannot hear"
N/A1747 ]
N/A1748 
N/A1749 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/A1750]
N/A1751 
N/A1752@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_ar2explosion :
N/A1753 "AR2 explosion visual effect. Big, volume-filling brown cloud. Does not cause damage or emit sound."
N/A1754[
N/A1755 input Explode(Void) : "Make the explosion effect."
N/A1756 material(material) : "Particle Material" : "particle/particle_noisesphere" : "The material to use for each particle in the explosion."
N/A1757]
N/A1758 
N/A1759@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect"
N/A1760[
N/A1761 input TurnOn(void) : "Turn on"
N/A1762 input TurnOff(void) : "Turn off"
N/A1763 input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default."
N/A1764]
N/A1765 
N/A1766@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname, Angles) = env_flare : "Flare"
N/A1767[
N/A1768 scale(float) : "Scale" : 1
N/A1769 duration(float) : "Duration" : 30
N/A1770 
N/A1771 spawnflags(Flags) =
N/A1772 [
N/A1773 1 : "No DLight" : 0
N/A1774 2 : "No Smoke" : 0
N/A1775 4 : "Infinite" : 0
N/A1776 8 : "Start off" : 0
N/A1777 ]
N/A1778 
N/A1779 input Start(float) : "Starts the flare burning. The flare will burn for the specified number of seconds (0 = infinite)."
N/A1780 input Die(float) : "Causes the flare to fade out over the specified number of seconds, and then die (0 = die instantly)."
N/A1781 input Launch(float) : "Launch the flare forward with the specified speed."
N/A1782]
N/A1783 
N/A1784@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"
N/A1785[
N/A1786 parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
N/A1787 scale(float) : "Scale" : "1" : "Size of the muzzle flash."
N/A1788 
N/A1789 input Fire(void) : "Fires the effect once."
N/A1790]
N/A1791 
N/A1792@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_terrainmorph :
N/A1793 "Morphs terrain by pulling vertices along a normal.\n\n" +
N/A1794 "Place this entity the desired distance from a terrain surface and set ANGLES " +
N/A1795 "to the normal along which you want to pull the surface's vertices. If you set the INSTANT spawnflag, " +
N/A1796 "the morph will take place instantly instead of over time.\n"
N/A1797[
N/A1798 startradius( integer ) : "Start Radius" : 500 : "Radius of the effect when morphing begins. Only this value is used" +
N/A1799 "if the effect is flagged to occur instantly."
N/A1800 goalradius( integer ) : "Goal Radius" : 100 : "Radius of the effect at the end of morphing. The radius of this effect will change from "+
N/A1801 "Start Radius to Goal Radius over the duration of this effect. This value is ignored if the effect is flagged to occur instantly."
N/A1802 
N/A1803 duration( integer ) : "Duration" : 3 : "The morph will take place over this period of time (seconds). Ignored if flagged to occur instantly"
N/A1804 
N/A1805 fraction( integer ) : "Displacement Fraction" : 1 : "If set to 1, the terrain surface will be pulled exactly to this entity's position." +
N/A1806 " If set to 0.5, the surface will be pulled exactly half way to this entity's position. " +
N/A1807 "If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. " +
N/A1808 "(Any Displacement Fraction greater than 1.0 will result in clipping. The surface cannot be pulled beyond " +
N/A1809 "This entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)"
N/A1810 
N/A1811 // Inputs
N/A1812 input BeginMorph(void) : "Begin Morph"
N/A1813 
N/A1814 spawnflags(flags) =
N/A1815 [
N/A1816 1: "Instant" : 0
N/A1817 ]
N/A1818]
N/A1819 
N/A1820@PointClass base(Targetname, EnableDisable) = logic_achievement :
N/A1821 "Sends an achievement system related event from the map to the achievement system."
N/A1822[
N/A1823 //keyvalues
N/A1824 achievementname(string) : "Achievement Name" : ""
N/A1825 // Inputs
N/A1826 input Toggle(void) : "Toggle the relay between enabled and disabled."
N/A1827 input FireEvent(void) : "Tells the achievement system the specifed event has occured."
N/A1828 input SetTargetPlayer(target_destination) : "Set the player who will be awarded this achievement."
N/A1829 
N/A1830 // Outputs
N/A1831 output OnFired(void) : "When the event fires, this fires."
N/A1832]
N/A1833 
N/A1834 
N/A1835//-------------------------------------------------------------------------
N/A1836//
N/A1837// Camera/monitor entities
N/A1838//
N/A1839//-------------------------------------------------------------------------
N/A1840@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"
N/A1841[
N/A1842 spawnflags(Flags) =
N/A1843 [
N/A1844 1 : "Start Off" : 0
N/A1845 ]
N/A1846 
N/A1847 targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
N/A1848 FOV(float) : "FOV" : 90 : "Field of view in degrees"
N/A1849// resolution(float) : "resolution" : 256 : "width/height of the render target for the camera"
N/A1850 UseScreenAspectRatio(boolean) : "Screen Aspect Ratio" : 0
N/A1851 fogEnable(boolean) : "Fog Enable" : 0
N/A1852 fogColor(color255) : "Fog Color" : "0 0 0"
N/A1853 fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
N/A1854 fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
N/A1855 fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."
N/A1856 
N/A1857 // Inputs
N/A1858 input ChangeFOV(string) : "Changes camera's FOV over time"
N/A1859 input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."
N/A1860 input SetOn(void) : "Turn the camera on."
N/A1861 input SetOff(void) : "Turn the camera off."
N/A1862]
N/A1863 
N/A1864@SolidClass base(func_brush) = func_monitor :
N/A1865 "A monitor that renders the view from a given point_camera entity."
N/A1866[
N/A1867 target(target_destination) : "Camera name"
N/A1868 
N/A1869 // Inputs
N/A1870 input Toggle(void) : "Toggle - If on, turn off, if off, turn on."
N/A1871 input Enable(void) : "Enable."
N/A1872 input Disable(void) : "Disable."
N/A1873 input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."
N/A1874]
N/A1875 
N/A1876//-------------------------------------------------------------------------
N/A1877//
N/A1878// Vehicles.
N/A1879//
N/A1880//-------------------------------------------------------------------------
N/A1881@BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle
N/A1882[
N/A1883 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt"
N/A1884 actionScale(float) : "Scale of action input / framerate" : "1"
N/A1885 
N/A1886 // Inputs
N/A1887 input Action(float) : "Set the speed of the action animation"
N/A1888 
N/A1889 input TurnOn(void) : "Turn on: Start engine & enable throttle"
N/A1890 input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes."
N/A1891 
N/A1892 input Lock(void) : "Prevent the player from entering or exiting the vehicle."
N/A1893 input Unlock(void) : "Re-allow the player to enter or exit the vehicle."
N/A1894]
N/A1895 
N/A1896 
N/A1897@BaseClass base(BaseVehicle) = BaseDriveableVehicle
N/A1898[
N/A1899 VehicleLocked(boolean) : "Start locked" : 0
N/A1900 
N/A1901 // Outputs
N/A1902 output PlayerOn(void) : "Player entered the vehicle"
N/A1903 output PlayerOff(void) : "Player exited the vehicle"
N/A1904 
N/A1905 output PressedAttack(void) : "Player Pressed attack key"
N/A1906 output PressedAttack2(void) : "Player Pressed attack2 key"
N/A1907 
N/A1908 output AttackAxis(string) : "State of attack button [0,1]"
N/A1909 output Attack2Axis(string) : "State of attack2 button [0,1]"
N/A1910 
N/A1911 // Inputs
N/A1912 input HandBrakeOn(void) : "Turns the handbrake on"
N/A1913 input HandBrakeOff(void): "Releases the handbrake"
N/A1914]
N/A1915 
N/A1916@PointClass base(BaseVehicle) studioprop() = prop_vehicle :
N/A1917 "Studiomodel vehicle that can be driven via inputs."
N/A1918[
N/A1919 // Inputs
N/A1920 input Steer(float) : "Steer the vehicle +/-1"
N/A1921 input Throttle(float) : "Throttle +/-1"
N/A1922 
N/A1923 spawnflags(flags) =
N/A1924 [
N/A1925 1 : "Always Think (Run physics every frame)" : 0
N/A1926 ]
N/A1927]
N/A1928 
N/A1929 
N/A1930@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :
N/A1931 "Generic driveable studiomodel vehicle."
N/A1932[
N/A1933]
N/A1934 
N/A1935@PointClass base(BaseDriveableVehicle) studioprop() = vehicle_viewcontroller :
N/A1936 "Vehicle hack to control player view"
N/A1937[
N/A1938 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/A1939 input ForcePlayerOut(void) : "Force the player out of the vehicle."
N/A1940]
N/A1941 
N/A1942@PointClass base(BaseSpeaker) iconsprite("editor/ambient_generic.vmt") = env_speaker : "Announcement Speaker"
N/A1943[
N/A1944]
N/A1945 
N/A1946//-------------------------------------------------------------------------
N/A1947// Script entities
N/A1948//-------------------------------------------------------------------------
N/A1949 
N/A1950@PointClass base(Targetname) = script_intro : "Script: Custom entity used to handle the intro sequence."
N/A1951[
N/A1952 // Inputs
N/A1953 input Activate(void) : "Take control of the player's view and start blending the two scenes."
N/A1954 input Deactivate(void) : "Stop controlling the view."
N/A1955 input SetCameraViewEntity(string) : "Set the viewpoint to blend with the player's viewpoint."
N/A1956 input SetBlendMode(integer) : "Set the blending mode to use."
N/A1957 input SetFOV(integer) : "Set the fov for the second camera."
N/A1958 input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend."
N/A1959 input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending."
N/A1960 input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend."
N/A1961 input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending."
N/A1962 input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters: <alpha> <duration>"
N/A1963 input SetFadeColor(string) : "Set the fade color. Parameters: <Red> <Green> <Blue>"
N/A1964 
N/A1965 alternatefovchange(boolean) : "Match env_zoom's FOV transition" : 0 : "Whether the script should match env_zoom's FOV transition."
N/A1966]
N/A1967 
N/A1968//-------------------------------------------------------------------------
N/A1969//
N/A1970// Special effects
N/A1971//
N/A1972//-------------------------------------------------------------------------
N/A1973 
N/A1974@PointClass base(Angles,Targetname,Parentname) = env_citadel_energy_core : "Special effect for the energy cores in citadel."
N/A1975[
N/A1976 spawnflags(Flags) =
N/A1977 [
N/A1978 1 : "No small particles" : 0
N/A1979 2 : "Start on" : 0
N/A1980 ]
N/A1981 
N/A1982 scale(float) : "Scale" : 1 : "Scale of the effect. 1 is the default size, 2 is twice that, etc."
N/A1983 
N/A1984 // Inputs
N/A1985 input StartCharge(float) : "Start charging the core over specified number of seconds."
N/A1986 input StartDischarge(void) : "Start discharging the core over specified number of seconds."
N/A1987 input Stop(float) : "Stops the effect at any point."
N/A1988]
N/A1989 
N/A1990//-------------------------------------------------------------------------
N/A1991// Countdown timer for the teleporter at the end of the game
N/A1992//-------------------------------------------------------------------------
N/A1993 
N/A1994@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/A1995[
N/A1996 // Inputs
N/A1997 input StartCountdown(float) : "Starts the teleporter countdown. Requires an argument which is the number of seconds for the countdown."
N/A1998 input StopCountdown(void) : "Stops the countdown permanently"
N/A1999 input Disable(void) : "Pauses the countdown due to a temporary malfunction. A warning sign will appear on the linked vgui screens."
N/A2000 input Enable(void) : "Restarts the countdown since the malfunction is finished."
N/A2001]
N/A2002 
N/A2003 
N/A2004 
N/A2005@PointClass base(BaseDriveableVehicle, Parentname) studioprop() = prop_vehicle_choreo_generic :
N/A2006 "Generic Choreo vehicle used for magical events."
N/A2007[
N/A2008 model(studio) : "World model" : "models/vehicles/prisoner_pod.mdl"
N/A2009 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/choreo_vehicle.txt"
N/A2010 
N/A2011 input Open(void) : "Plays the vehicle's open animation and unlocks the vehicle for entry or exit."
N/A2012 input Close(void) : "Plays the vehicle's close animation and locks the vehicle for entry or exit."
N/A2013 input EnterVehicle(void) : "Forces the activator (or player) into the vehicle."
N/A2014 input EnterVehicleImmediate(void) : "Forces the activator (or player) into the vehicle without enter/exit animations."
N/A2015 input ExitVehicle(void) : "Boots the prisoner out of the vehicle."
N/A2016 input Viewlock(bool) : "Set true to prevent Gordon from looking around *at all*. Set false to let him look within limits."
N/A2017 input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
N/A2018 input SetCanShoot(bool) : "Set if the driver can shoot their weapon."
N/A2019 input SetMaxPitch(float) : "Set max pitch for driver."
N/A2020 input SetMinPitch(float) : "Set min pitch for driver."
N/A2021 input SetMaxYaw(float) : "Set max yaw for driver."
N/A2022 input SetMinYaw(float) : "Set min yaw for driver."
N/A2023 input UseAttachmentEyes(bool) : "Force the view to use the attachment's orientation and position and don't blend in the player's look."
N/A2024 
N/A2025 output OnOpen(void) : "Fired when the vehicle is open enough to enter."
N/A2026 output OnClose(void) : "Fired when the vehicle too closed to enter."
N/A2027 
N/A2028 ignoremoveparent(boolean) : "Ignore Move Parent on Exit" : 0 : "Should the player ignore this vehicle's move parent went performing exit checks."
N/A2029 
N/A2030 ignoreplayer(boolean) : "Ignore Player collision" : 0 : "The player wont collide against this vehicle when moving around."
N/A2031 playercanshoot(boolean) : "Can the player shoot" : 0 : "Lets the player shoot their weapon while in the vehicle"
N/A2032 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/A2033]
N/A2034 
N/A2035@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_combineball_type :
N/A2036 "A filter that filters by combine ball type."
N/A2037[
N/A2038 balltype(choices) : "Ball Type" : 1 =
N/A2039 [
N/A2040 0 : "Not Thrown (in combine ball field, etc)"
N/A2041 2 : "Thrown/Launched by the player's physcannon"
N/A2042 3 : "Launched by point_combine_ball_launcher"
N/A2043 ]
N/A2044]
N/A2045 
N/A2046@PointClass base(Targetname) = env_entity_dissolver: "Entity Dissolver"
N/A2047[
N/A2048 input Dissolve(string) : "Dissolve target, if no target is passed it'll use the target specified in the target field."
N/A2049 target(target_destination) : "Target to Dissolve" : "" : "Targetname of the entity you want to dissolve."
N/A2050 
N/A2051 magnitude(integer) : "Magnitude" : 250 : "How strongly to push away from the center."
N/A2052 
N/A2053 
N/A2054 dissolvetype(choices) : "Dissolve Type" : "Energy" =
N/A2055 [
N/A2056 0 : "Energy"
N/A2057 1 : "Heavy electrical"
N/A2058 2 : "Light electrical"
N/A2059 3 : "Core Effect"
N/A2060 ]
N/A2061]
N/A2062 
N/A2063@PointClass base(Targetname, Angles) studio("models/props_combine/coreball.mdl") = prop_coreball: "Core Ball"
N/A2064[
N/A2065 input SetScaleX(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A2066 input SetScaleY(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A2067 input SetScaleZ(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A2068]
N/A2069 
N/A2070@PointClass base(Targetname, Studiomodel, Angles, RenderFields) studioprop() = prop_scalable : "Scalable Prop"
N/A2071[
N/A2072 input SetScaleX(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A2073 input SetScaleY(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A2074 input SetScaleZ(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A2075]
N/A2076 
N/A2077@PointClass base(Targetname, Parentname) sphere(radius) = point_flesh_effect_target : "Flesh Effect Target"
N/A2078[
N/A2079 radius(float) : "Radius" : 8 : "Radius of the effect when active"
N/A2080 
N/A2081 input SetRadius(vector) : "Sets a new radius and time to interpolate to it(as a vector <Size>
N/A2082]