Template:PatchDiff/May 13, 2013 Patch/bin/halflife2.fgd

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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(choices) : "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 0 : "No"
N/A40 1 : "Yes"
N/A41 ]
N/A42 
N/A43 DontPickupWeapons(choices) : "Prevent picking up weapons?" : "No" : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." =
N/A44 [
N/A45 0 : "No"
N/A46 1 : "Yes"
N/A47 ]
N/A48 
N/A49 GameEndAlly(choices) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed." =
N/A50 [
N/A51 0 : "No"
N/A52 1 : "Yes"
N/A53 ]
N/A54 
N/A55 input MakeGameEndAlly(void) : "Make this NPC a game end ally."
N/A56 input MakeRegularAlly(void) : "Make this NPC a regular ally."
N/A57 
N/A58 input EnableWeaponPickup(void) : "Enable Weapon Pickup"
N/A59 input DisableWeaponPickup(void) : "Disable Weapon Pickup"
N/A60 
N/A61 input GiveWeapon(string) : "Gives the NPC a weapon of the specified entity name."
N/A62 
N/A63 input SetReadinessPanic(void) : "Set readiness to panic state (Special)"
N/A64 input SetReadinessLow(void) : "Set readiness to calmest state (Bored)"
N/A65 input SetReadinessMedium(void) : "Set readiness to moderate (Alert)"
N/A66 input SetReadinessHigh(void) : "Set readiness to highest. (Combat imminent)"
N/A67 input LockReadiness(float) : "Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now"
N/A68 
N/A69 input ClearAllOutputs(void) : "Obliterate every output that this NPC has."
N/A70 
N/A71 output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground or a gun rack."
N/A72]
N/A73 
N/A74@BaseClass base(BaseNPC ) = RappelNPC
N/A75[
N/A76 waitingtorappel(choices) : "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/A77 [
N/A78 0 : "No"
N/A79 1 : "Yes"
N/A80 ]
N/A81 
N/A82 // Inputs
N/A83 input BeginRappel(void) : "BeginRappel"
N/A84 
N/A85 // Outputs
N/A86 output OnRappelTouchdown(void) : "Fires when done rappeling"
N/A87]
N/A88 
N/A89@BaseClass = AlyxInteractable
N/A90[
N/A91 // Outputs
N/A92 output OnAlyxStartedInteraction(void) : "Fired when Alyx begins to interact with this entity."
N/A93 output OnAlyxFinishedInteraction(void) : "Fired when Alyx has finished interacting with this entity."
N/A94 
N/A95 input InteractivePowerDown(void) : "Shutdown this target."
N/A96]
N/A97 
N/A98@BaseClass base(Targetname, Origin, Angles, Global) = CombineBallSpawners
N/A99[
N/A100 spawnflags(Flags) =
N/A101 [
N/A102 4096 : "Start inactive" : 1
N/A103 8192 : "Combine power supply" : 0
N/A104 ]
N/A105 
N/A106 ballcount(integer) : "Ball count" : 3 : "This is how many balls will be bouncing around inside the spawner"
N/A107 minspeed(float) : "Min ball speed" : "300.0" : "The minimum speed of balls that fly in the spawner"
N/A108 maxspeed(float) : "Max ball speed" : "600.0" : "The maximum speed of balls that fly in the spawner"
N/A109 ballradius(float) : "Ball radius" : "20.0" : "The radius of the energy balls"
N/A110 balltype(choices) : "Ball Type" : "Combine Energy Ball 1" =
N/A111 [
N/A112 0 : "Combine Energy Ball 1"
N/A113 1 : "Combine Energy Ball 2"
N/A114 2 : "Combine Energy Ball 3"
N/A115 ]
N/A116 ballrespawntime(float) : "Ball Respawn Time" : "4.0f" : "The energy balls respawn time"
N/A117 
N/A118 input Enable(void) : "Enable spawning of combine balls"
N/A119 input Disable(void) : "Disable spawning of combine balls"
N/A120 
N/A121 output OnBallGrabbed(void) : "Fired when a combine ball is grabbed from the field by a mega physcannon"
N/A122 output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A123 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/A124 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/A125 output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
N/A126 output OnFirstBallReinserted(void) : "Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A127]
N/A128 
N/A129@PointClass base(BasePropPhysics) studioprop() = prop_combine_ball :
N/A130 "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
N/A131 "or other constraints. It can also be configured to break when it takes enough damage."
N/A132[
N/A133 // Inputs
N/A134 input Explode(void) : "Explode"
N/A135]
N/A136 
N/A137@SolidClass base(Trigger, Angles) = trigger_physics_trap :
N/A138 "A volumetric trigger that disintegrates enemies"
N/A139[
N/A140 dissolvetype(choices) : "Dissolve Type" : "Energy" =
N/A141 [
N/A142 0 : "Energy"
N/A143 1 : "Heavy electrical"
N/A144 2 : "Light electrical"
N/A145 ]
N/A146]
N/A147 
N/A148@SolidClass base(Trigger) = trigger_weapon_dissolve :
N/A149 "A volumetric trigger that dissolves all weapons within it"
N/A150[
N/A151 emittername(target_destination) : "Emitter Name" : "" : "Name of a single or multiple entities to use as the basis for the emitted effects."
N/A152 
N/A153 // Outputs
N/A154 output OnDissolveWeapon(void) : "Fires when one weapon is starting to dissolve in the trigger volume."
N/A155 output OnChargingPhyscannon(void) : "Fires when the trigger begins to charge the physcannon."
N/A156 
N/A157 // Inputs
N/A158 input StopSound(void) : "Stops all sounds."
N/A159]
N/A160 
N/A161@SolidClass base(Trigger) = trigger_weapon_strip :
N/A162 "A volumetric trigger that strips combat characters of all weapons"
N/A163[
N/A164 KillWeapons(choices) : "Kill Weapons" : "No" =
N/A165 [
N/A166 0 : "No"
N/A167 1 : "Yes"
N/A168 ]
N/A169]
N/A170 
N/A171@SolidClass base(CombineBallSpawners) = func_combine_ball_spawner :
N/A172 "Spawns Combine balls."
N/A173[
N/A174 output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
N/A175 output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
N/A176]
N/A177 
N/A178@PointClass base(CombineBallSpawners) = point_combine_ball_launcher :
N/A179 "Launches Combine balls."
N/A180[
N/A181 launchconenoise(float) : "Noise to launch direction" : "0.0" : "Noise in degrees added to the launch direction."
N/A182 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/A183 maxballbounces(integer) : "Max number of bounces" : 8 : "Maximum number of bounces the balls are allowed to do before they are removed."
N/A184 
N/A185 spawnflags(Flags) =
N/A186 [
N/A187 1 : "Attach Bullseye" : 0
N/A188 2 : "Balls should collide against player" : 0
N/A189 ]
N/A190 
N/A191 // Inputs
N/A192 input LaunchBall(void) : "Launch a ball from the spawner."
N/A193]
N/A194 
N/A195@NPCClass base(BaseNPC) studio("models/combine_soldier.mdl") = npc_blob : "Blob"
N/A196[
N/A197 input FormPathShape(string) : "Tells the group to go distribute themselves along a shape defined by path corner entities"
N/A198 
N/A199 input SetRadius(float) : "Force the group to change the radius (density)"
N/A200]
N/A201 
N/A202 
N/A203@NPCClass base(BaseNPC) studio("models/Weapons/w_grenade.mdl") = npc_grenade_frag : "Hand Grenade"
N/A204[
N/A205 input SetTimer(float) : "This input makes the grenade live, and specifies how many seconds before it explodes."
N/A206]
N/A207 
N/A208 
N/A209@NPCClass base(BaseNPC) sphere(sightdist) studio("models/combine_soldier.mdl") = npc_combine_cannon : "Combine Cannon"
N/A210[
N/A211 sightdist(float) : "Sight radius" : 1024 : "Radius distance at which the cannon is able to aquire enemies."
N/A212]
N/A213 
N/A214@NPCClass base(BaseNPC) sphere(innerradius) sphere(outerradius) studio("models/combine_camera/combine_camera.mdl") = npc_combine_camera :
N/A215 "Combine security camera"
N/A216[
N/A217 spawnflags(Flags) =
N/A218 [
N/A219 32 : "Always Become Angry On New Enemy" : 1
N/A220 64 : "Ignore Enemies (Scripted Targets Only)" : 0
N/A221 128 : "Start Inactive" : 0
N/A222 ]
N/A223 
N/A224 innerradius(integer) : "Inner radius" : 300 : "The camera will only lock onto enemies that are within the inner radius."
N/A225 outerradius(integer) : "Outer radius" : 450 : "The camera will flash amber when enemies are within the outer radius, but outside the inner radius."
N/A226 
N/A227 minhealthdmg(integer) : "Min req'd damage for hurting camera" : 0
N/A228 defaulttarget(target_destination) : "Default target" : "" : "The default target is the entity that the camera follows when it has no other target to track."
N/A229 
N/A230 // Inputs
N/A231 input Disable(void) : "Disables the camera. If open, the camera closes."
N/A232 input Enable(void) : "Enables the camera. If closed, the camera opens."
N/A233 input Toggle(void) : "Toggle - If open, close. If closed, open."
N/A234 input SetDefaultTargetEntity(string) : "Sets the entity for the camera to track when it has nothing better to track, by name."
N/A235 input SetTargetEntity(string) : "Sets the entity for the camera to track now, by name."
N/A236 input SetAngry(void) : "Causes the camera to become angry as if it has seen something upsetting."
N/A237 input SetIdle(void) : "Causes the camera to calm down if it is angry."
N/A238 
N/A239 output OnFoundPlayer(string) : "Fired when the player is spotted within the inner radius"
N/A240 output OnFoundEnemy(void) : "Fired when a non-player enemy is spotted within the inner radius."
N/A241]
N/A242 
N/A243 
N/A244@PointClass base(BaseNPC, Parentname, AlyxInteractable) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_turret_ground : "Combine ground turret"
N/A245[
N/A246 input Enable(void) : "Turn turret on."
N/A247 input Disable(void) : "Turn turret off."
N/A248 
N/A249 output OnAreaClear(void) : "Fires when the turret can't find any more enemies (7 second delay)"
N/A250]
N/A251 
N/A252@PointClass base(Targetname, Angles, Studiomodel) studio( "models/combine_turrets/ceiling_turret.mdl" ) = npc_turret_ceiling : "Combine Ceiling Turret"
N/A253[
N/A254 spawnflags(Flags) =
N/A255 [
N/A256 32 : "Autostart" : 1
N/A257 64 : "Start Inactive" : 0
N/A258 128 : "Never Retire" : 0
N/A259 256 : "Out of Ammo" : 0
N/A260 ]
N/A261 
N/A262 minhealthdmg(integer) : "Min req'd damage for hurting turret" : 0
N/A263 
N/A264 // Inputs
N/A265 input Enable(void) : "If closed, open."
N/A266 input Disable(void) : "If open, close."
N/A267 input Toggle(void) : "Toggle - If open, close. If closed, open."
N/A268 
N/A269 // Outputs
N/A270 output OnDeploy(void) : "Turret is becoming active and dangerous."
N/A271 output OnRetire(void) : "Turret is becoming inactive and harmless."
N/A272 output OnTipped(void) : "Turret has been tipped over and is inactive."
N/A273]
N/A274 
N/A275 
N/A276@PointClass base(Targetname, Angles) studio( "models/combine_turrets/floor_turret.mdl" ) = npc_turret_floor : "Combine Floor Turret"
N/A277[
N/A278 spawnflags(Flags) =
N/A279 [
N/A280 32 : "Autostart" : 0
N/A281 64 : "Start Inactive" : 0
N/A282 128 : "Fast Retire" : 0
N/A283 256 : "Out of Ammo" : 0
N/A284 512 : "Citizen modified (Friendly)" : 0
N/A285 ]
N/A286 
N/A287 SkinNumber(integer) : "Skin Number" : 0 : "Which skin to use for this turret. Set to 0 to select randomly."
N/A288 
N/A289 // Inputs
N/A290 input Toggle(void) : "Toggle - If open, close. If closed, open."
N/A291 input Enable(void) : "Enable the turret."
N/A292 input Disable(void) : "Disable the turret."
N/A293 input DepleteAmmo(void) : "Depletes all the ammo from a turret, causing it to dry-fire."
N/A294 input RestoreAmmo(void) : "Restores ammo to a turret, allowing it to fire live rounds again."
N/A295 input SelfDestruct(void) : "Causes the turret to warn and then explode."
N/A296 
N/A297 // Outputs
N/A298 output OnDeploy(void) : "Turret is becoming active and dangerous."
N/A299 output OnRetire(void) : "Turret is becoming inactive and harmless."
N/A300 output OnTipped(void) : "Turret has been tipped over and is inactive."
N/A301 output OnPhysGunPickup(void) : "Picked up with physgun"
N/A302 output OnPhysGunDrop(void) : "Released by physgun"
N/A303]
N/A304 
N/A305@BaseClass base(BaseNPC) = VehicleDriverNPC
N/A306[
N/A307 vehicle(target_destination) : "Vehicle to drive"
N/A308 
N/A309 spawnflags(Flags) =
N/A310 [
N/A311 65536 : "Start Inactive" : 1
N/A312 ]
N/A313 
N/A314 input StartFiring(void) : "Tell the driver to attack nearby enemies with the vehicle's weaponry (if any)"
N/A315 input StopFiring(void) : "Tell the driver to stop attacking nearby enemies with the vehicle's weaponry."
N/A316 input GotoPathCorner(string) : "Tell the driver to go to a specific path corner and continue from there."
N/A317]
N/A318 
N/A319@NPCClass base(VehicleDriverNPC) studio("models/roller.mdl") = npc_vehicledriver :
N/A320 "NPC used to drive a target vehicle."
N/A321[
N/A322 drivermaxspeed(float) : "Maxspeed (percentage of vehicle's maxspeed)." : 1
N/A323 driverminspeed(float) : "MinSpeed (percentage of vehicle's maxspeed)." : 0
N/A324 
N/A325 input SetDriversMaxSpeed(float) : "Set the Maxspeed (percentage of vehicle's maxspeed)."
N/A326 input SetDriversMinSpeed(float) : "Set the Minspeed (percentage of vehicle's maxspeed)."
N/A327 input StartForward(void) : "Tell the driver to start driving."
N/A328 input Stop(void) : "Tell the driver to stop driving."
N/A329]
N/A330 
N/A331@NPCClass base(VehicleDriverNPC) studio("models/roller.mdl") = npc_cranedriver :
N/A332 "NPC used to drive cranes."
N/A333[
N/A334 releasepause(float) : "Pause time before dropping a ForceDrop specified object." : 0
N/A335 
N/A336 // Inputs
N/A337 input ForcePickup(string) : "Force the driver to pickup the specified entity (by targetname)"
N/A338 input ForceDrop(string) : "Force the driver to drop the currently held object at the specified entity's location."
N/A339 
N/A340 // Outputs
N/A341 output OnPickedUpObject(void)  : "Fired when the ForcePickup specified object has been picked up."
N/A342 output OnDroppedObject(void)  : "Fired when the ForceDrop specified object has been dropped."
N/A343 output OnPausingBeforeDrop(void): "Fired at the start of the pause before dropping the ForceDrop specified object."
N/A344]
N/A345 
N/A346@NPCClass base(VehicleDriverNPC) studio("models/roller.mdl") = npc_apcdriver :
N/A347 "NPC used to drive an APC vehicle."
N/A348[
N/A349 spawnflags(Flags) =
N/A350 [
N/A351 65536 : "No Rocket Attacks" : 0
N/A352 131072 : "No Gun Attacks" : 0
N/A353 ]
N/A354 
N/A355 drivermaxspeed(float) : "Maxspeed (percentage of vehicle's maxspeed)." : 1
N/A356 driverminspeed(float) : "MinSpeed (percentage of vehicle's maxspeed)." : 0
N/A357 
N/A358 input SetDriversMaxSpeed(float) : "Set the Maxspeed (percentage of vehicle's maxspeed)."
N/A359 input SetDriversMinSpeed(float) : "Set the Minspeed (percentage of vehicle's maxspeed)."
N/A360 input StartForward(void) : "Tell the driver to start driving."
N/A361 input Stop(void) : "Tell the driver to stop driving."
N/A362 
N/A363 input DisableFiring(float) : "Disables firing from happening"
N/A364 input EnableFiring(float) : "Enables firing to start. Firing is enabled by default"
N/A365]
N/A366 
N/A367 
N/A368@NPCClass base(BaseNPC,AlyxInteractable) studio("models/roller.mdl") = npc_rollermine : "Roller Mine"
N/A369[
N/A370 spawnflags(Flags) =
N/A371 [
N/A372 65536 : "Friendly" : 0
N/A373 131072 : "Use prop_physics collision rules"  : 0
N/A374 ]
N/A375 
N/A376 startburied(choices) : "Start Buried" : "No" =
N/A377 [
N/A378 0 : "No"
N/A379 1 : "Yes"
N/A380 ]
N/A381 
N/A382 uniformsightdist(choices) : "Sight Distance" : 0 =
N/A383 [
N/A384 0 : "Ignore distant targets not in a vehicle (default)."
N/A385 1 : "Equal visibility for all targets."
N/A386 ]
N/A387 
N/A388 input TurnOn(void) : "Restore this rollermine to normal functionality."
N/A389 input TurnOff(void) : "Make this rollermine completely inert. Does not run AI and NPCs will ignore it."
N/A390 
N/A391 output OnPhysGunPickup(void) : "Picked up with physgun"
N/A392 output OnPhysGunDrop(void) : "Released by physgun"
N/A393]
N/A394 
N/A395@NPCClass base(BaseNPC) studio("models/missile_defense.mdl") = npc_missiledefense : "Missile Defense"
N/A396[
N/A397]
N/A398 
N/A399@NPCClass base(BaseNPC) studio("models/combine_soldier.mdl") = npc_sniper : "Sniper"
N/A400[
N/A401 radius(integer) : "Patience Radius" : 0 : "Sniper will hold fire until the target is within this radius. After that, sniper will always attack, even if the target retreats outside of this radius"
N/A402 misses(integer) : "Initial Misses" : 0 : "How many times to miss a target on purpose before beginning to fire accurately."
N/A403 beambrightness(integer) : "Beam Brightness (0 to 255)" : 100 : "How bright the laser sight beam should be. (0 - 255)"
N/A404 shootZombiesInChest(choices) : "Shoot zombies in chest" : 0 : "If true, aim for chest instead of headcrab. Useful when at great distance and height." =
N/A405 [
N/A406 0 : "No"
N/A407 1 : "Yes"
N/A408 ]
N/A409 
N/A410 shielddistance(float) : "Bullet shield distance" : 64 : "Obsolete"
N/A411 shieldradius(float) : "Bullet shield radius" : 48 : "Obsolete"
N/A412 
N/A413 PaintInterval(float): "Paint interval" : 1 : "Sniper will keep a target painted for this many seconds before shooting. 'Faster Shooting' sniper flag multiplies this by 0.75."
N/A414 PaintIntervalVariance(float): "Paint interval variance" : "0.75" : "When shooting at NPCs, a random number between 0 and this is added to PaintInterval for every shot."
N/A415 
N/A416 
N/A417 // Inputs
N/A418 input EnableSniper(void) : "Enable Shooting"
N/A419 input DisableSniper(void) : "Disable Shooting"
N/A420 input SetDecoyRadius(integer) : "Set Decoy Radius"
N/A421 input SweepTarget(string) : "Sweep a Target"
N/A422 input SweepTargetHighestPriority(string) : "Drop everything and sweep this target!"
N/A423 input SweepGroupRandomly(string) : "Randomly Sweep a Group"
N/A424 input StopSweeping(void) : "Stop any target sweeping operation started by entity I/O"
N/A425 input ProtectTarget(target_destination) : "Protect the specified enemy. The sniper will attempt to shoot the enemy nearest the protect target at all times."
N/A426 input SetPaintInterval(float) : "Set PaintInterval field."
N/A427 input SetPaintIntervalVariance(float) : "Set PaintIntervalVariance field."
N/A428 
N/A429 output OnShotFired(void) : "Fires when sniper fires a shot"
N/A430 
N/A431 spawnflags(Flags) =
N/A432 [
N/A433 65536 : "Hidden" : 0
N/A434 131072 : "Laser Viewcone" : 0
N/A435 262144 : "No Corpse" : 0
N/A436 524288 : "Start Disabled" : 0
N/A437 1048576 : "Faster shooting (Episodic)" : 0
N/A438 2097152 : "No sweep away from target (Episodic)" : 0
N/A439 ]
N/A440]
N/A441 
N/A442 
N/A443@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/info_target.vmt") sphere(radius) = info_radar_target : "Jalopy Radar Beacon"
N/A444[
N/A445 radius(float) : "Effective Radius" : 6000 : "How close the Jalopy must be to detect this beacon. If this radius is -1, the range is infinite"
N/A446 
N/A447 type(choices) : "Type of target" : 0 =
N/A448 [
N/A449 0 : "Generic Citizen Beacon"
N/A450 1 : "Magnussen RDU Beacon"
N/A451 2 : "Dog"
N/A452 3 : "Ally Installation"
N/A453 ]
N/A454 
N/A455 mode(choices) : "Mode" : 0 =
N/A456 [
N/A457 0 : "Default"
N/A458 1 : "Sticky - once detected, ignore effective radius."
N/A459 ]
N/A460]
N/A461 
N/A462 
N/A463@PointClass base(Targetname, Angles, EnableDisable) iconsprite("editor/info_target.vmt") = info_target_vehicle_transition : "Vehicle Transition Point"
N/A464[
N/A465]
N/A466 
N/A467@PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_snipertarget : "Sniper Target"
N/A468[
N/A469 speed(integer) : "Sweep to speed" : 2
N/A470 groupname(string) : "Group Name"
N/A471 spawnflags(Flags) =
N/A472 [
N/A473 1 : "Shoot Me" : 0
N/A474 2 : "No Interruptions" : 0
N/A475 // 4 : "Snap Shot" : 0 OBSOLETE NOW but don't overwrite, in case some levels need legacy support.
N/A476 8 : "Resume if Interrupted" : 0
N/A477 16: "Snap to me" : 0
N/A478 ]
N/A479]
N/A480 
N/A481@PointClass base(Targetname, Angles) studio() = prop_thumper : "Thumper"
N/A482[
N/A483 model(studio) : "World model" : "models/props_combine/CombineThumper002.mdl"
N/A484 
N/A485 dustscale(choices) : "Dust Scale" : "Small Thumper" =
N/A486 [
N/A487 128 : "Small Thumper"
N/A488 256 : "Large Thumper"
N/A489 ]
N/A490 
N/A491 input Enable(void) : "Enable Thumper"
N/A492 input Disable(void) : "Disable Thumper"
N/A493 
N/A494 output OnThumped(void) : "Fires when thumper impacts the ground."
N/A495 
N/A496 EffectRadius(integer) : "Effect Radius" : 1000 : "Radius of the thumper's sound. EPISODIC ONLY."
N/A497]
N/A498 
N/A499@NPCClass base(BaseNPC) studio("models/antlion.mdl") sphere() = npc_antlion :
N/A500 "Antlions will run away from ai_sound, type: Thumper."
N/A501[
N/A502 startburrowed(choices) : "Start Burrowed" : "No" =
N/A503 [
N/A504 0 : "No"
N/A505 1 : "Yes"
N/A506 ]
N/A507 
N/A508 spawnflags(Flags) =
N/A509 [
N/A510 65536 : "Burrow when eluded" : 0
N/A511 131072 : "Use Ground Checks" : 0
N/A512 262144 : "Worker Type" : 0
N/A513 ]
N/A514 
N/A515 radius(integer) : "Alert Radius" : 256
N/A516 eludedist(integer) : "Distance until eluded" : 1024 : "Only available when Burrow When Eluded is flagged"
N/A517 
N/A518 ignorebugbait(choices) : "Ignore Bugbait" : "No" =
N/A519 [
N/A520 0 : "No"
N/A521 1 : "Yes"
N/A522 ]
N/A523 
N/A524 unburroweffects(choices) : "Suppress unburrow effects" : "No" =
N/A525 [
N/A526 0 : "No"
N/A527 1 : "Yes"
N/A528 ]
N/A529 
N/A530 input Unburrow(void) : "Unburrow from the ground"
N/A531 input Burrow(void) : "Burrow into the ground"
N/A532 input BurrowAway(void) : "Burrow into the ground and remove the antlion"
N/A533 input FightToPosition(string) : "Fight to position"
N/A534 input EnableJump(void) : "Allow non-navigational jumping"
N/A535 input DisableJump(void) : "Disallow non-navigational jumping"
N/A536 input IgnoreBugbait(void) : "Ignore bugbait"
N/A537 input HearBugbait(void) : "Hear bugbait"
N/A538 
N/A539 output OnReachedFightGoal(void) : "Fires when the antlion reaches his specified fight-to location"
N/A540 output OnUnBurrowed(void) : "Fires when the antlion unburrows"
N/A541 
N/A542]
N/A543 
N/A544@NPCClass base(BaseNPC) studio("models/antlion_guard.mdl") = npc_antlionguard : "Antlion Guard"
N/A545[
N/A546 spawnflags(Flags) =
N/A547 [
N/A548 65536 : "Create server-side ragdoll on death" : 0
N/A549 131072 : "Use inside footsteps" : 0
N/A550 ]
N/A551 
N/A552 startburrowed(choices) : "Start Burrowed" : "No" =
N/A553 [
N/A554 0 : "No"
N/A555 1 : "Yes"
N/A556 ]
N/A557 
N/A558 allowbark(choices) : "Allow Bark" : "No" =
N/A559 [
N/A560 0 : "No"
N/A561 1 : "Yes"
N/A562 ]
N/A563 
N/A564 cavernbreed(choices) : "Cavern Guard Model and Texture" : "No" =
N/A565 [
N/A566 0 : "No"
N/A567 1 : "Yes"
N/A568 ]
N/A569 
N/A570 incavern(choices) : "Use inside-Cavern Behavior" : "No" =
N/A571 [
N/A572 0 : "No"
N/A573 1 : "Yes"
N/A574 ]
N/A575 
N/A576 shovetargets(string) : "Shove Targets" : ""
N/A577 
N/A578 // Inputs
N/A579 input Unburrow(void) : "Unburrow from the ground"
N/A580 input SetShoveTarget(string) : "Sets a shove target to attack"
N/A581 input SetChargeTarget(string) : "Sets a charge target to attack. Parameters are the name of the entity to start at and the name of the entity to charge towards, separated by a space (i.e. start target)"
N/A582 input ClearChargeTarget(void) : "Clear the charge target"
N/A583 input SetCoverFromAttack(integer) : "Sets whether or not the creature will protect itself from attacks"
N/A584 input Ragdoll(void) : "Causes the antlion guard to die, regardless of health"
N/A585 input EnableBark(void) : "Allow the antlion guard to try and summon antlions"
N/A586 input DisableBark(void) : "Stop the antlion guard from trying to summon antlions"
N/A587 input InvestigateHint(string) : "Sniff around at a hint group until told otherwise"
N/A588 input StopInvestigating(void) : "Stop trying to sniff out the player"
N/A589 
N/A590 input EnablePreferPhysicsAttack(void) : "Prefer to use physics attacks if at all possible, even when inside a cavern."
N/A591 input DisablePreferPhysicsAttack(void) : "Do not prefer to use physics attacks if at all possible, even when inside a cavern."
N/A592 
N/A593 
N/A594 // Outputs
N/A595 output OnSeeHiddenPlayer(void) : "Fires when the current enemy is seen while trying to hide"
N/A596 output OnSmellHiddenPlayer(void) : "Fires when the current enemy is smelled while trying to hide"
N/A597 output OnSummon(void) : "Antlion guard is attempting to summon antlions"
N/A598]
N/A599 
N/A600 
N/A601@NPCClass base(BaseNPC) studio("models/crow.mdl") = npc_crow : "Crow"
N/A602[
N/A603 input FlyAway( string ) : "Forces the crow to fly to the nearest crow flyto hint node."
N/A604 
N/A605 deaf(choices) : "Deaf?" : 0 =
N/A606 [
N/A607 0 : "No."
N/A608 1 : "Yes. Ignore sounds."
N/A609 ]
N/A610]
N/A611 
N/A612@NPCClass base(BaseNPC) studio("models/seagull.mdl") = npc_seagull : "Seagull"
N/A613[
N/A614 input FlyAway( string ) : "Forces the seagull to fly to the nearest crow flyto hint node."
N/A615 
N/A616 deaf(choices) : "Deaf?" : 0 =
N/A617 [
N/A618 0 : "No."
N/A619 1 : "Yes. Ignore sounds."
N/A620 ]
N/A621]
N/A622 
N/A623@NPCClass base(BaseNPC) studio("models/pigeon.mdl") = npc_pigeon : "Pigeon"
N/A624[
N/A625 input FlyAway( string ) : "Forces the pigeon to fly to the nearest crow flyto hint node."
N/A626 
N/A627 deaf(choices) : "Deaf?" : 0 =
N/A628 [
N/A629 0 : "No."
N/A630 1 : "Yes. Ignore sounds."
N/A631 ]
N/A632]
N/A633 
N/A634@NPCClass base(BaseNPC) studio("models/ichthyosaur.mdl") = npc_ichthyosaur : "Ichthyosaur. Not fully functional"
N/A635[
N/A636]
N/A637 
N/A638@BaseClass base(BaseNPC) = BaseHeadcrab
N/A639[
N/A640 startburrowed(choices) : "Start burrowed" : "No" =
N/A641 [
N/A642 0 : "No"
N/A643 1 : "Yes"
N/A644 ]
N/A645 
N/A646 spawnflags(flags) =
N/A647 [
N/A648 65536  : "Start hidden" : 0
N/A649 131072 : "Start hanging from ceiling" : 0
N/A650 ]
N/A651 
N/A652 
N/A653 input StartHangingFromCeiling(void) : "Start hanging from ceiling."
N/A654 input DropFromCeiling(void) : "Drop if hanging from ceiling."
N/A655]
N/A656 
N/A657@NPCClass base(BaseHeadcrab, Parentname) studio("models/Headcrabclassic.mdl") = npc_headcrab : "Headcrab"
N/A658[
N/A659]
N/A660@NPCClass base(BaseHeadcrab) studio("models/Headcrab.mdl") = npc_headcrab_fast : "Fast Headcrab"
N/A661[
N/A662]
N/A663@NPCClass base(BaseHeadcrab) studio("models/Headcrabblack.mdl") = npc_headcrab_black : "Black Headcrab"
N/A664[
N/A665]
N/A666 
N/A667@NPCClass base(BaseNPC) studio("models/Stalker.mdl") = npc_stalker : "Stalker"
N/A668[
N/A669 BeamPower(choices) : "Beam Power" : "Low" =
N/A670 [
N/A671 0 : "Low"
N/A672 1 : "Medium"
N/A673 2 : "High"
N/A674 ]
N/A675]
N/A676 
N/A677 
N/A678@NPCClass base(Parentname, BaseNPC) iconsprite("editor/bullseye.vmt") color(255 0 0) = npc_bullseye : "Bullseye"
N/A679[
N/A680 // Unlike other NPCs level designers are allowed to set the health on bullseyes
N/A681 health(Integer) : "Health" : 35
N/A682 
N/A683 minangle(string) : "Minimum Angle" : "360" : "Angle from the bullseye required for bullseye to be a valid enemy"
N/A684 mindist(string) : "Minimum Distance" : "0" : "Distance from the bullseye required for bullseye to be a valid enemy"
N/A685 
N/A686 autoaimradius(float) : "Autoaim Radius" : "0" : "Radius of autoaim influence. Use ent_autoaim <picker> to visualize."
N/A687 
N/A688 spawnflags(Flags) =
N/A689 [
N/A690 65536  : "Not Solid" : 0
N/A691 131072  : "Take No Damage" : 0
N/A692 262144  : "Enemy Damage Only" : 0
N/A693 524288  : "Bleed" : 0
N/A694 1048576 : "Perfect Accuracy" : 0
N/A695 2097152 : "Collide against physics objects (Creates VPhysics Shadow)" : 0
N/A696 ]
N/A697 output OnTargeted(void) : "Fires when targeted"
N/A698 output OnReleased(void) : "Fires when no longer targeted"
N/A699]
N/A700 
N/A701 
N/A702@NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder : "EnemyFinder"
N/A703[
N/A704 spawnflags(flags) =
N/A705 [
N/A706 65536 : "Check Visibility" : 1
N/A707 131072 : "APC Visibility checks" : 0
N/A708 262144 : "Short memory" : 0
N/A709 524288  : "Can be an enemy" : 0
N/A710 ]
N/A711 FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)"
N/A712 MinSearchDist(integer) : "Min Search Dist" : 0
N/A713 MaxSearchDist(integer) : "Max Search Dist" : 2048
N/A714 
N/A715 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/A716 freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"
N/A717 freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"
N/A718 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/A719 freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"
N/A720 
N/A721 StartOn(choices) : "Start On" : 1 =
N/A722 [
N/A723 0 : "No"
N/A724 1 : "Yes"
N/A725 ]
N/A726 
N/A727 // Inputs
N/A728 input TurnOn(void) : "Turn on: Look for enemies"
N/A729 input TurnOff(void) : "Turn off: Stop looking for enemies"
N/A730 
N/A731 output OnLostEnemies(void) : "Fires when the enemy finder has no enemies."
N/A732 output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies."
N/A733]
N/A734 
N/A735@NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder_combinecannon : "EnemyFinder Specifically for use with func_tank_combine_cannon"
N/A736[
N/A737 spawnflags(flags) =
N/A738 [
N/A739 65536 : "Check Visibility" : 1
N/A740 131072 : "APC Visibility checks" : 0
N/A741 262144 : "Short memory" : 0
N/A742 524288  : "Can be an enemy" : 0
N/A743 ]
N/A744 FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)"
N/A745 MinSearchDist(integer) : "Min Search Dist" : 0
N/A746 MaxSearchDist(integer) : "Max Search Dist" : 2048
N/A747 
N/A748 SnapToEnt(target_destination) : "Name of entity to snap to" : "" : "Since it can be hard to position these entities with respect to the func_tank brushwork, you can specify an entity name here and this enemyfinder will position itself at the center of that entity."
N/A749 
N/A750 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/A751 freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire"
N/A752 freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire"
N/A753 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/A754 freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty"
N/A755 
N/A756 StartOn(choices) : "Start On" : 1 =
N/A757 [
N/A758 0 : "No"
N/A759 1 : "Yes"
N/A760 ]
N/A761 
N/A762 // Inputs
N/A763 input TurnOn(void) : "Turn on: Look for enemies"
N/A764 input TurnOff(void) : "Turn off: Stop looking for enemies"
N/A765 input SetWideFOVForSeconds(float) : "Gives this enemyfinder a 180 degree viewcone for the number of seconds specified in the parameter override"
N/A766 
N/A767 output OnLostEnemies(void) : "Fires when the enemy finder has no enemies."
N/A768 output OnAcquireEnemies(void) : "Fires when the enemy finder acquires enemies."
N/A769]
N/A770 
N/A771 
N/A772 
N/A773@NPCClass base(BaseNPC,Parentname, TalkNPC, PlayerCompanion ) studio() = npc_citizen : "Citizen"
N/A774[
N/A775 
N/A776 spawnflags(Flags) =
N/A777 [
N/A778 65536 : "Follow player on spawn" : 0
N/A779 131072 : "Medic" : 0
N/A780 262144 : "Random Head" : 1
N/A781 524288 : "Ammo Resupplier" : 0
N/A782 1048576 : "Not Commandable" : 0
N/A783 2097152 : "Don't use Speech Semaphore - OBSOLETE" : 0
N/A784 4194304 : "Random male head" : 0
N/A785 8388608 : "Random female head" : 0
N/A786 16777216 : "Use RenderBox in ActBusies" : 0
N/A787 ]
N/A788 
N/A789 additionalequipment(choices) : "Weapons" : "0" =
N/A790 [
N/A791 "weapon_smg1" : "SMG1"
N/A792 "weapon_ar2" : "AR2"
N/A793 "weapon_stunstick" : "Stun Stick"
N/A794 "weapon_crowbar" : "Crow Bar"
N/A795 "weapon_shotgun" : "Shotgun"
N/A796 "weapon_beerbottle" : "Beer Bottle"
N/A797 "weapon_beerbottle2" : "Beer Bottle2"
N/A798 "weapon_rpg" : "RPG"
N/A799 "0"  : "Nothing"
N/A800 ]
N/A801 
N/A802 ammosupply(choices) : "Ammo to Resupply (if spawnflag set)" : "SMG1" =
N/A803 [
N/A804 "Pistol" : "Pistol"
N/A805 "SMG1" : "SMG1"
N/A806 "SMG1_Grenade" : "SMG1 Grenade"
N/A807 "AR2" : "AR2"
N/A808 "Buckshot" : "Shotgun"
N/A809 "RPG_Round" : "RPG"
N/A810 "Grenade" : "Grenade"
N/A811 "XBowBolt" : "Crossbow Bolt"
N/A812 ]
N/A813 ammoamount(integer) : "Amount of ammo to give" : 1
N/A814 
N/A815 citizentype(choices) : "Type" : "Default" =
N/A816 [
N/A817 0 : "Default"
N/A818 1 : "Downtrodden"
N/A819 2 : "Refugee"
N/A820 3 : "Rebel"
N/A821 4 : "Unique"
N/A822 ]
N/A823 
N/A824 expressiontype(choices) : "Expression Type" : "Random" =
N/A825 [
N/A826 0 : "Random"
N/A827 1 : "Scared"
N/A828 2 : "Normal"
N/A829 3 : "Angry"
N/A830 ]
N/A831 
N/A832 //!!!BUGBUG - don't ship with these names
N/A833 //!!!FIXME - don't ship with these names
N/A834 model(choices) : "Model" : "models/humans/group01/male_01.mdl" =
N/A835 [
N/A836 "models/humans/group01/male_01.mdl" : "Male 1"
N/A837 "models/humans/group01/male_02.mdl" : "Male 2"
N/A838 "models/humans/group01/male_03.mdl" : "Male 3"
N/A839 "models/humans/group01/male_04.mdl" : "Male 4"
N/A840 "models/humans/group01/male_05.mdl" : "Male 5"
N/A841 "models/humans/group01/male_06.mdl" : "Male 6"
N/A842 "models/humans/group01/male_07.mdl" : "Male 7"
N/A843 "models/humans/group01/male_08.mdl" : "Male 8"
N/A844 "models/humans/group01/male_09.mdl" : "Male 9"
N/A845 "models/humans/group01/female_01.mdl" : "Female 1"
N/A846 "models/humans/group01/female_02.mdl" : "Female 2"
N/A847 "models/humans/group01/female_03.mdl" : "Female 3"
N/A848 "models/humans/group01/female_04.mdl" : "Female 4"
N/A849 "models/humans/group01/female_06.mdl" : "Female 5"
N/A850 "models/humans/group01/female_07.mdl" : "Female 6"
N/A851 "models/humans/male_cheaple.mdl" : "Cheaple Male 1"
N/A852 "models/odessa.mdl" : "Odessa. DO NOT USE."
N/A853 ]
N/A854 
N/A855 ExpressionOverride(string) : "Facial expression override"
N/A856 
N/A857 notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : 0 =
N/A858 [
N/A859 0 : "No"
N/A860 1 : "Yes"
N/A861 ]
N/A862 
N/A863 neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI." =
N/A864 [
N/A865 0 : "No. This is default behavior."
N/A866 1 : "Yes, stay in squad until death."
N/A867 ]
N/A868 
N/A869 denycommandconcept(string) : "Deny command speech concept" : "" : "If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order."
N/A870 
N/A871 //Inputs
N/A872 input RemoveFromPlayerSquad(void) : "Remove from player squad, instantly."
N/A873 input SetExpressionOverride(string) : "Set facial expression override"
N/A874 
N/A875 input StartPatrolling(void) : "Patrol whenever I'm idle or alert."
N/A876 input StopPatrolling(void) : "Stop patrolling when I'm idle or alert."
N/A877 input SetCommandable(void) : "Make a previously uncommandable citizen commandable"
N/A878 input SetMedicOn(void) : "Set the medic flag on. Will not change the model or skin of the citizen."
N/A879 input SetMedicOff(void) : "Set the medic flag off. Will not change the model or skin of the citizen."
N/A880 input SetAmmoResupplierOn(void) : "Set the ammo-resupplier flag on. Will not change the model or skin of the citizen."
N/A881 input SetAmmoResupplierOff(void) : "Set the ammo-resupplier flag off. Will not change the model or skin of the citizen."
N/A882 
N/A883 // Outputs
N/A884 output OnJoinedPlayerSquad(void) : "Fires when joins player squad"
N/A885 output OnLeftPlayerSquad(void) : "Fires when leaves player squad"
N/A886 output OnFollowOrder(void) : "Fires when ordered to follow player"
N/A887 output OnStationOrder(void) : "Fires when ordered to a location by player"
N/A888 output OnPlayerUse(void) : "Fires when a player +USEs the citizen"
N/A889 output OnNavFailBlocked(void) : "Fires when this Citizen's movement fails because he/she is blocked."
N/A890]
N/A891 
N/A892@NPCClass base(BaseNPC) studio("models/Barney.mdl") = npc_fisherman : "Fisherman"
N/A893[
N/A894 ExpressionOverride(string) : "Facial expression override"
N/A895 input SetExpressionOverride(string) : "Set facial expression override"
N/A896]
N/A897 
N/A898@NPCClass base(TalkNPC, BaseNPC, PlayerCompanion) studio("models/Barney.mdl") = npc_barney : "Barney"
N/A899[
N/A900 additionalequipment(choices) : "Weapons" : "weapon_pistol" =
N/A901 [
N/A902 "weapon_pistol" : "Pistol"
N/A903 "weapon_smg1" : "SMG1"
N/A904 "weapon_stunstick" : "Stun Stick"
N/A905 "weapon_shotgun" : "Shotgun"
N/A906 "weapon_ar2" : "AR2"
N/A907 "0" : "Nothing"
N/A908 ]
N/A909 
N/A910 ExpressionOverride(string) : "Facial expression override"
N/A911 input SetExpressionOverride(string) : "Set facial expression override"
N/A912 
N/A913 // Outputs
N/A914 output OnPlayerUse(void) : "Fires when a player +USEs Barney"
N/A915]
N/A916 
N/A917@BaseClass base(BaseNPC, RappelNPC) = BaseCombine
N/A918[
N/A919 additionalequipment(choices) : "Weapons" : "weapon_smg1" =
N/A920 [
N/A921 "weapon_ar2" : "AR2"
N/A922 "weapon_shotgun" : "Shotgun"
N/A923 "weapon_smg1" : "SMG1"
N/A924 "weapon_stunstick" : "Stun Stick"
N/A925 "0" : "Nothing"
N/A926 ]
N/A927 
N/A928 spawnflags(Flags) =
N/A929 [
N/A930 65536 : "Start LookOff" : 0
N/A931 131072  : "Don't drop grenades" : 0
N/A932 262144  : "Don't drop ar2 alt fire (elite only) " : 0
N/A933 ]
N/A934 
N/A935 NumGrenades(choices) : "Number of Grenades" : "5" =
N/A936 [
N/A937 "0" : "None"
N/A938 "1" : "1"
N/A939 "2" : "2"
N/A940 "3" : "3"
N/A941 "4" : "4"
N/A942 "5" : "5"
N/A943 "999999" : "Unlimited"
N/A944 ]
N/A945 
N/A946 // Inputs
N/A947 input LookOn(void) : "Look normally"
N/A948 input LookOff(void) : "Don't look for myself, use other squad member's eyes"
N/A949 input StartPatrolling(void) : "Patrol whenever I'm idle or alert."
N/A950 input StopPatrolling(void) : "Stop patrolling when I'm idle or alert."
N/A951 input ThrowGrenadeAtTarget(target_destination) : "Throw a grenade at the specified target."
N/A952]
N/A953 
N/A954 
N/A955@NPCClass base(BaseCombine) studio("models/Combine_Soldier.mdl") = npc_combine_s : "Combine Soldier"
N/A956[
N/A957 input Assault(string) : "Start an assault. Parameter passed in should be the name of the rally point."
N/A958 
N/A959 model(choices) : "Model" : "models/combine_soldier.mdl" : "Regular Soldier" =
N/A960 [
N/A961 "models/combine_soldier.mdl" : "Regular Soldier"
N/A962 "models/combine_soldier_prisonguard.mdl" : "Nova Prospekt Soldier"
N/A963 "models/combine_super_soldier.mdl" : "Elite Soldier"
N/A964 ]
N/A965 
N/A966 tacticalvariant(choices) : "Tactical Variant" : "0" =
N/A967 [
N/A968 "0" : "Normal Tactics"
N/A969 "1" : "Pressure the enemy (Keep advancing)"
N/A970 "2" : "Pressure until within 30ft, then normal"
N/A971 ]
N/A972 
N/A973 usemarch(choices) : "Walk Easy" : "0" : "When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. WARNING: this animation only has a north component. For use under very special circumstances only." =
N/A974 [
N/A975 "0" : "No"
N/A976 "2" : "Yes"
N/A977 ]
N/A978]
N/A979 
N/A980 
N/A981@PointClass base(Parentname, BaseNPC) studio("models/junk/w_traffcone.mdl") = npc_launcher : "Launcher"
N/A982[
N/A983 
N/A984 spawnflags(Flags) =
N/A985 [
N/A986 65536  : "Check LOS" : 1
N/A987 ]
N/A988 
N/A989 StartOn(choices) : "Start On" : 0 =
N/A990 [
N/A991 0: "Off"
N/A992 1: "On"
N/A993 ]
N/A994 MissileModel(studio) : "Missile Model" : "models/Weapons/wscanner_grenade.mdl"
N/A995 LaunchSound(sound) : "Launch Sound" : "npc/waste_scanner/grenade_fire.wav"
N/A996 FlySound(sound) : "Fly Sound": "ambient/objects/machine2.wav"
N/A997 
N/A998 SmokeTrail(choices) : "Smoke Trail" : 1 =
N/A999 [
N/A1000 0: "Off"
N/A1001 1: "On"
N/A1002 2: "On Homing"
N/A1003 ]
N/A1004 LaunchSmoke(choices) : "Launch Smoke" : 1 =
N/A1005 [
N/A1006 0: "Off"
N/A1007 1: "On"
N/A1008 ]
N/A1009 LaunchDelay(integer) : "Launch Delay" : 8  : "When ON, how long to wait between each launch"
N/A1010 LaunchSpeed(string) : "Launch Speed" : 200  : "Initial launch speed of missile (in up direction)"
N/A1011 PathCornerName(target_destination) : "Path Corner Name" : "" : "Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile"
N/A1012 HomingSpeed(string) : "Homing Speed" : 0  : "Speed to reach when homing"
N/A1013 HomingStrength(integer) : "Homing Strength" : 10  : "How strong in homing effect (0-100)"
N/A1014 HomingDelay(string) : "Homing Delay" : 0 : "Number of seconds to delay before homing starts"
N/A1015 HomingRampUp(string) : "Homing Ramp Up" : "0.5" : "Number of seconds it takes to reach full homing strength after homing delay"
N/A1016 HomingDuration(string) : "Homing Duration" : 5  : "Number of seconds the homing effect lasts"
N/A1017 HomingRampDown(string) : "Homing Ramp Down" : "1.0" : "Number of seconds it takes homing effect to decay after homing duration"
N/A1018 Gravity(string) : "Gravity" : "1.0" : "Scale for effect of gravity. (1.0 = normal gravity)"
N/A1019 MinRange(integer) : "Min Range" : 100  : "Minimun distance a target can be to be attacked"
N/A1020 MaxRange(integer) : "Max Range" : 2048  : "Maximum distance a target can be to be attacked"
N/A1021 SpinMagnitude(string) : "Spin Magnitude" : 0  : "Strength of spin in missile trajectory"
N/A1022 SpinSpeed(string) : "Spin Speed" : 0  : "How fast does the spin rotate through 360"
N/A1023 Damage(string) : "Damage" : 50  : "How much damage does each missile do"
N/A1024 DamageRadius(string) : "DamageRadius" : 200  : "How far away from impact does the missle do damage"
N/A1025 
N/A1026 // Outputs
N/A1027 output OnLaunch(void) : "Fires when missile is launched"
N/A1028 
N/A1029 // Inputs
N/A1030 input TurnOn(void) : "Turn on Launcher"
N/A1031 input TurnOff(void) : "Turn off Launcher"
N/A1032 input LOSCheckOn(void) : "Start checking line of sight before firing"
N/A1033 input LOSCheckOff(void) : "Stop checking line of sight before firing"
N/A1034 input SetEnemyEntity(string) : "Set entity I should attack. Ignores visibility. (output from other entity only)"
N/A1035 input ClearEnemyEntity(void) : "Clear set enemy enemy"
N/A1036 input FireOnce(void) : "Fire Once (if have enemy)"
N/A1037]
N/A1038 
N/A1039 
N/A1040@NPCClass base(BaseNPC) studio("models/hunter.mdl") = npc_hunter :
N/A1041 "A smaller, faster, strider that can pursue the player into buildings."
N/A1042[
N/A1043 FollowTarget(target_destination) : "Strider to Follow" : "" : "The name of the strider that this hunter should follow."
N/A1044 
N/A1045 // Inputs
N/A1046 input FollowStrider(target_destination) : "Sets the name of the strider that this hunter should follow."
N/A1047 
N/A1048 input SetMinigunTime(float) : "Time to shoot at any set minigun target."
N/A1049 input SetMinigunTarget(string) : "Hunter will shoot minigun at the named target."
N/A1050 
N/A1051 input DisableShooting(void) : "Forces the hunter to be melee-only."
N/A1052 input EnableShooting(void) : "Allows the hunter to use range attacks or melee attacks."
N/A1053 
N/A1054 input DisableSquadShootDelay(void) : "Disables the delay between range attacks for squads of hunters, allowing them to shoot as frequently as they wish."
N/A1055 input EnableSquadShootDelay(void) : "Enables the delay between range attacks for squads of hunters."
N/A1056 
N/A1057 input EnableUnplantedShooting(void) : "Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant first."
N/A1058 input DisableUnplantedShooting(void) : "Returns the hunter to normal after a call to EnableUnplantedShooting."
N/A1059 
N/A1060 input DoPhysicsBlast(void) : "Hunter will instantly do the defensive physics blast."
N/A1061 
N/A1062 input Crouch(void) : "Crouch down."
N/A1063 input Stand(void) : "Stand up from crouch."
N/A1064 input DisableCrouchWalk(void) : "UNUSED: Prevents the hunter from crouch walking."
N/A1065 input EnableCrouchWalk(void) : "UNUSED: Allows the hunter to crouch walk."
N/A1066 
N/A1067 input UseSiegeTargets(string) : "Pass in the name of info_targets to shoot at when I can't shoot at the player."
N/A1068]
N/A1069 
N/A1070 
N/A1071@PointClass base(npc_template_maker) iconsprite("editor/npc_maker.vmt") = npc_hunter_maker :
N/A1072 "An entity that creates hunters. The NPCs it creates are clones of a template NPC."
N/A1073[
N/A1074]
N/A1075 
N/A1076 
N/A1077@NPCClass base(BaseNPC) studio() = npc_advisor :
N/A1078 "An adorable sluglike alien with benevolent psychic powers."
N/A1079[
N/A1080 model(studio) : "World model" : "models/advisor.mdl"
N/A1081 
N/A1082 levitationarea(string) : "Levitation Area" : "" : "Trigger volume inside which levitated objects reside"
N/A1083 
N/A1084 levitategoal_bottom(target_destination) : "Levitation Goal Bottom" : "" : "Objects will levitate at least this high"
N/A1085 levitategoal_top(target_destination)  : "Levitation Goal Top" : "" : "Objects will levitate at least this high"
N/A1086 
N/A1087 staging_ent_names(string) : "Staging Position Names"  : "" : "All entities with this name will be considered staging positions for the throw behavior."
N/A1088 priority_grab_name(string) : "Priority Name For Grabbing" : "" : "If any entities named this are present, the advisor will preferentially pick them up for throwing at the player."
N/A1089 
N/A1090 
N/A1091 
N/A1092 output OnPickingThrowable(void) : "Fires just before I pick something to hurl"
N/A1093 output OnThrowWarn(void)  : "Fires when I trigger the warning green glow before tossing"
N/A1094 output OnThrow(void)  : "Fires just after I throw something"
N/A1095 output OnHealthIsNow(integer)  : "When I am damaged, my hitpoints thereafter"
N/A1096 
N/A1097 input SetThrowRate(float) : "Advisor will throw an object once per this many seconds (plus a little more)"
N/A1098 input WrenchImmediate(string) : "Advisor will immediately start levitating all objects with this name"
N/A1099 input SetStagingNum(integer): "Advisor will stage this many objects at once, then barrage the player."
N/A1100 input PinPlayer(string) : "Advisor will wrench the player to this point in the air. Use a null param to let go."
N/A1101 input BeamOn(string) : "Start a psychic-TK effect beam from the advisor to the specified object. You must remember to turn it off later."
N/A1102 input BeamOff(string) : "Turn off a psychic-TK effect beam from the advisor to the specified object."
N/A1103 
N/A1104 input ELightOn(void) : "Turn on an entity light at my location. Please remember to turn this off."
N/A1105 input ELightOff(void) : "Turn off my entity light."
N/A1106 
N/A1107 input DoNothing(void) : ""
N/A1108]
N/A1109 
N/A1110 
N/A1111@PointClass base(Targetname, Parentname, EnableDisable) = env_sporeexplosion : "Bugbait Spore Effect"
N/A1112[
N/A1113 spawnrate(float) : "Spawn Rate (as percentage)" : "25" : "How dense the spore effect is"
N/A1114]
N/A1115 
N/A1116@PointClass base(Targetname, Parentname, Targetname, EnableDisable) = env_gunfire : "Gunfire Effect"
N/A1117[
N/A1118 target(target_destination) : "Target" : "" : "Shoot at this target. REMEMBER - this is an effect only! It does not do damage!"
N/A1119 
N/A1120 minburstsize(integer) : "Min Burst Size" : 2 : "Minimum number of rounds in a burst."
N/A1121 maxburstsize(integer) : "Max Burst Size" : 7 : "Maximum number of rounds in a burst."
N/A1122 
N/A1123 minburstdelay(float) : "Min Delay Between Bursts" : 2 : "Minimum delay between bursts. (seconds)"
N/A1124 maxburstdelay(float) : "Max Delay Between Bursts" : 5 : "Maximum delay between bursts. (seconds)"
N/A1125 
N/A1126 rateoffire(float) : "Rate of fire" : 10 : "Expressed as rounds per second"
N/A1127 
N/A1128 spread(choices) : "Bullet spread" : 5 : "The 'cone of inaccuracy' of the shots fired by this entity." =
N/A1129 [
N/A1130 1 : "1 Degree"
N/A1131 5 : "5 Degrees"
N/A1132 10 : "10 Degrees"
N/A1133 15 : "15 Degrees"
N/A1134 ]
N/A1135 
N/A1136 bias(choices) : "Bullet distribution should be..." : 1 : "How to distribute bullets within the spread. Even distribution is a true scatter throughout the spread. Biased towards the outside makes the shots 'miss' the target by tending towards the outside of the spread." =
N/A1137 [
N/A1138 1 : "Evenly distributed"
N/A1139 -1 : "Biased towards the outside"
N/A1140 ]
N/A1141 
N/A1142 collisions(choices) : "Collision detection" : 0 : "Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything)." =
N/A1143 [
N/A1144 0 : "None. Cheap for performance."
N/A1145 1 : "Normal collision detection."
N/A1146 ]
N/A1147 
N/A1148 shootsound(choices) : "Shoot Sound" : "Weapon_AR2.NPC_Single" : "Gunfire sound to make" =
N/A1149 [
N/A1150 "Weapon_AR2.NPC_Single" : "AR2"
N/A1151 "Weapon_SMG1.NPC_Single" : "SMG1"
N/A1152 ]
N/A1153 
N/A1154 tracertype(choices) : "Tracer" : "AR2TRACER" : "Type of tracer to display" =
N/A1155 [
N/A1156 "Tracer" : "Default"
N/A1157 "AR2TRACER" : "AR2"
N/A1158 ]
N/A1159]
N/A1160 
N/A1161@PointClass base(Parentname,Angles,Targetname) sphere(DamageRadius) studio("models/props_combine/headcrabcannister01b.mdl") = env_headcrabcanister : "Headcrab canister"
N/A1162[
N/A1163 spawnflags(Flags) =
N/A1164 [
N/A1165 1 : "No Impact Sound" : 0
N/A1166 2 : "No Launch Sound" : 0
N/A1167 4096 : "Start Impacted" : 0
N/A1168 8192 : "Land at initial position" : 0
N/A1169 16384 : "Wait for input to open" : 0
N/A1170 32768 : "Wait for input to spawn headcrabs" : 0
N/A1171 65536 : "No smoke" : 0
N/A1172 131072 : "No shake" : 0
N/A1173 262144 : "Remove on impact" : 0
N/A1174 524288 : "No impact effects" : 0
N/A1175 ]
N/A1176 HeadcrabType(choices) : "Which headcrab to spawn?" : 0 =
N/A1177 [
N/A1178 0 : "Normal headcrabs"
N/A1179 1 : "Fast Headcrabs"
N/A1180 2 : "Poison Headcrabs"
N/A1181 ]
N/A1182 HeadcrabCount(integer) : "Headcrab count" : 6 : "Number of headcrabs to spawn on impact"
N/A1183 FlightSpeed(float) : "Flight Speed" : 3000  : "Speed to fly through the air"
N/A1184 FlightTime(float) : "Flight Time" : 5  : "Time to fly through the air in seconds"
N/A1185 StartingHeight(float) : "Starting Height" : 0 : "Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below."
N/A1186 MinSkyboxRefireTime(float) : "Min Refire Time" : 0 : "Min number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox."
N/A1187 MaxSkyboxRefireTime(float) : "Max Refire Time" : 0 : "Max number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox."
N/A1188 SkyboxCannisterCount(integer) : "Cannister count" : 1 : "Number of cannisters to fire in the skybox (0 means fire continuously, forever)."
N/A1189 Damage(float) : "Impact damage" : 150 : "Max damage the canister applies on impact"
N/A1190 DamageRadius(float) : "Impact damage radius": 750 : "Max radius of the impact damage for the canister"
N/A1191 SmokeLifetime(float) : "Smoke Duration" : 30 : "Duration that the canister smokes. -1 means always smoke."
N/A1192 LaunchPositionName(target_destination) : "Launch Position Name" : "" : "If the canister should launch to it's origin from another point within the world, this should specify an info_target at the launch origin."
N/A1193 
N/A1194 // Inputs
N/A1195 input FireCanister(void) : "Fire the canister"
N/A1196 input OpenCanister(void) : "Opens the canister (must be called after the OnImpacted output is fired)"
N/A1197 input SpawnHeadcrabs(void) : "Spawns headcrabs (must be called after the OnImpacted output is fired and after OpenCanister is triggered, if the Wait for Input to open spawnflag is checked.)"
N/A1198 input StopSmoke(void) : "Stops the smoke if it's on"
N/A1199 
N/A1200 // Outputs
N/A1201 output OnLaunched(string) : "Fired when the canister is launched"
N/A1202 output OnImpacted(void) : "Fires when canister hits the ground"
N/A1203 output OnOpened(void) : "Fires when canister has finished opening"
N/A1204]
N/A1205 
N/A1206@NPCClass base(BaseNPC, TalkNPC, PlayerCompanion) studio() = npc_vortigaunt : "Vortigaunt"
N/A1207[
N/A1208 model(studio) : "World model" : "models/vortigaunt.mdl"
N/A1209 
N/A1210 ArmorRechargeEnabled(choices) : "Allow Armor Recharging" : 1 =
N/A1211 [
N/A1212 0 : "No"
N/A1213 1 : "Yes"
N/A1214 ]
N/A1215 
N/A1216 HealthRegenerateEnabled(choices) : "Regenerate Health" : 0 : "Whether or not the vortigaunt will recover his own health over time like vital allies, while in combat" =
N/A1217 [
N/A1218 0 : "No"
N/A1219 1 : "Yes"
N/A1220 ]
N/A1221 
N/A1222 // Inputs
N/A1223 input EnableArmorRecharge(void) : "Allow armor recharging on players"
N/A1224 input DisableArmorRecharge(void) : "Do not allow armor recharging on players"
N/A1225 input ExtractBugbait(string) : "Causes the vortigaunt to extract bugbait from the named target passed in."
N/A1226 input ChargeTarget(string) : "Force the vortigaunt to charge the named target."
N/A1227 input EnableHealthRegeneration(void) : "Allow the vortigaunt to start regenerating his health over time, like vital allies."
N/A1228 input DisableHealthRegeneration(void) : "Stop the vortigaunt from regenerating his health. (Default behavior)"
N/A1229 input TurnBlue(bool) : "If true, turn blue. If false, turn green. (Episodic)."
N/A1230 input TurnBlack(bool) : "If true, turn black. If false, be seen. (Episodic)."
N/A1231 input BeginCarryNPC(void) : "Begin to override our animations for 'carrying' an NPC. (Episodic)"
N/A1232 input EndCarryNPC(void) : "Stop overriding our animations for 'carrying' an NPC. (Episodic)"
N/A1233 
N/A1234 // Outputs
N/A1235 output OnFinishedExtractingBugbait(void) : "Fires when the vortigaunt's finished extracting bugbait from a target."
N/A1236 output OnFinishedExtractingTauCannon(void) : "Fires when the vortigaunt's finished extracting the tau cannon from the jeep."
N/A1237 output OnFinishedChargingTarget(void) : "Fires when the vortigaunt has finished charging a target."
N/A1238 output OnPlayerUse(void) : "Fires when a player +USEs the vortigaunt."
N/A1239]
N/A1240 
N/A1241@NPCClass base(BaseNPC) = npc_spotlight : "Spotlight"
N/A1242[
N/A1243 spawnflags(Flags) =
N/A1244 [
N/A1245 65536  : "Start Track On" : 1
N/A1246 131072 : "Start Light On" : 1
N/A1247 262144 : "No Dynamic Light" : 0
N/A1248 524288 : "Never Move" : 0
N/A1249 ]
N/A1250 
N/A1251 health(Integer) : "Health" : 100
N/A1252 YawRange(integer) : "YawRange" : 90
N/A1253 PitchMin(integer) : "PitchMin" : 35
N/A1254 PitchMax(integer) : "PitchMax" : 50
N/A1255 IdleSpeed(integer) : "IdleSpeed" : 2
N/A1256 AlertSpeed(integer) : "AlertSpeed" : 5
N/A1257 spotlightlength(integer) : "SpotlightLength" : 500
N/A1258 spotlightwidth(integer) : "SpotlightWidth" : 50
N/A1259 rendercolor(color255) : "Color (R G B)" : "255 255 255"
N/A1260 
N/A1261 // Inputs
N/A1262 input LightOn(void) : "LightOn"
N/A1263 input LightOff(void) : "LightOff"
N/A1264 input TrackOn(void) : "TrackOn"
N/A1265 input TrackOff(void) : "TrackOff"
N/A1266 
N/A1267 // Outputs
N/A1268 output OnAlert(void) : "Fires when the spotlight alerted by sound"
N/A1269 output DetectedEnemy(string) : "Outputs enemy entity when spotlight finds and starts tracking enemy"
N/A1270 output LostEnemy(string) : "Outputs enemy entity when spotlight loses enemy that it's tracking, if enemy still exists"
N/A1271 output SquadDetectedEnemy(string) : "Outputs enemy entity when squad finds and starts tracking enemy"
N/A1272 output SquadLostEnemy(string) : "Outputs enemy entity when squad loses enemy that it's tracking, if entity still exists"
N/A1273 output LightPosition(string) : "Position of the end of the spotlight beam"
N/A1274]
N/A1275 
N/A1276@NPCClass base(BaseNPC) studio() = npc_strider : "Strider"
N/A1277[
N/A1278 model(choices) : "Model" : "models/combine_strider.mdl" : "Standard strider" =
N/A1279 [
N/A1280 "models/combine_strider.mdl" : "Standard strider"
N/A1281 "models/combine_strider_vsdog.mdl" : "The Strider that fights Dog"
N/A1282 ]
N/A1283 
N/A1284 spawnflags(Flags) =
N/A1285 [
N/A1286 65536 : "Can Stomp Player" : 0
N/A1287 131072 : "Minimal damage taken from NPCs (1 point per missile)" : 0
N/A1288 ]
N/A1289 
N/A1290 //Inputs
N/A1291 input SetMinigunTime(float) : "Time to shoot at any set minigun target"
N/A1292 input SetMinigunTarget(string) : "Strider will shoot minigun at this"
N/A1293 input DisableMinigun(void) : "Disables the minigun until further notice by the EnableMinigun input."
N/A1294 input EnableMinigun(void) : "Enables the minigun if it was disabled by the DisableMinigun input."
N/A1295 input SetCannonTarget(string) : "Strider will shoot cannon at this"
N/A1296 input FlickRagdoll(void) : "Strider will flick anyone he's skewered"
N/A1297 
N/A1298 input StartPatrol(void) : "Start patrolling back and forth along the current track."
N/A1299 input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward."
N/A1300 input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range"
N/A1301 input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy"
N/A1302 input Crouch(void) : "Crouch down"
N/A1303 input CrouchInstantly(void) : "Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe."
N/A1304 input Stand(void) : "Stand up from crouch"
N/A1305 input DisableCrouchWalk(void)
N/A1306 input EnableCrouchWalk(void)
N/A1307 
N/A1308 input SetTargetPath(string) : "Set a path for the strider to patrol. The strider will first move to the closest point on the path"
N/A1309 input ClearTargetPath(void) : "Clear the strider patrol path"
N/A1310 
N/A1311 input EnableAggressiveBehavior(void) : "Use aggressive behavior. Fire faster, more frequently"
N/A1312 input DisableAggressiveBehavior(void) : "Stop using aggressive behavior. (Revert to normal)"
N/A1313 
N/A1314 input StopShootingMinigunForSeconds(float) : "Stop shooting the minigun for a period of time (specify seconds as parameter)"
N/A1315 
N/A1316 input DisableCrouch(void) : "Prevent the Strider from crouching"
N/A1317 input DisableMoveToLOS(void) : "Prevent the Strider from seeking Line of Sight to target. (Hold position)"
N/A1318 
N/A1319 input DisableCollisionWith(string) : "Disable collision with a given object."
N/A1320 input EnableCollisionWith(string) : "Reenable collision with a given object."
N/A1321 
N/A1322 input ScaleGroundSpeed(float) : "Scale the movement speed of the strider"
N/A1323 
N/A1324 disablephysics(choices) : "Disable physics (reduce CPU)" : 0 =
N/A1325 [
N/A1326 0 : "No"
N/A1327 1 : "Yes"
N/A1328 ]
N/A1329]
N/A1330 
N/A1331@NPCClass base(BaseNPC, BaseFadeProp) studio("models/Barnacle.mdl") sphere(fademindist) sphere(fademaxdist) = npc_barnacle : "Barnacle"
N/A1332[
N/A1333 spawnflags(Flags) =
N/A1334 [
N/A1335 65536 : "Cheap death" : 0
N/A1336 131072 : "Ambush Mode"  : 0
N/A1337 ]
N/A1338 
N/A1339 RestDist(float) : "Rest Distance" : 16 : "Distance above the ground that the tongue should lie when the barnacle is at rest"
N/A1340 
N/A1341 input DropTongue(void) : "Drop tongue"
N/A1342 input SetDropTongueSpeed(integer) : "Set Drop Tongue speed"
N/A1343 
N/A1344 input LetGo(void) : "Let go of anything I am holding."
N/A1345 
N/A1346 output OnGrab(string)  : "When I attach my tongue to something"
N/A1347 output OnRelease(string) : "When I let go of something"
N/A1348]
N/A1349 
N/A1350@NPCClass base(BaseHelicopter) studio("models/gunship.mdl" ) = npc_combinegunship : "Combine Gunship"
N/A1351[
N/A1352 
N/A1353 // Inputs
N/A1354 input OmniscientOn(void) : "Gunship knows target's location even when target is out of sight or behind cover"
N/A1355 input OmniscientOff(void) : "Gunship relies on normal sight functions to locate target"
N/A1356 input BlindfireOn(void ) : "Gunship will fire at an unseen target, attempting to punch through to them"
N/A1357 input BlindfireOff(void ) : "Gunship only fires at viusible target"
N/A1358 input SetPenetrationDepth( float ) : "Set penetration depth of bullets"
N/A1359 
N/A1360 input SetDockingBBox( void ) : "Shrink Bounding Box"
N/A1361 input SetNormalBBox( void ) : "Set Bounding Box to normal size"
N/A1362 
N/A1363 input EnableGroundAttack( void ) : "Allow the gunship to use its ground attack"
N/A1364 input DisableGroundAttack( void ) : "Don't allow the gunship to use its ground attack"
N/A1365 input DoGroundAttack( string ) : "Causes the gunship to execute its ground attack"
N/A1366 
N/A1367 input BecomeInvulnerable( void ): "Stops the gunship from taking damage, but still makes sounds effects"
N/A1368 input BecomeVulnerable( void ): "Makes the gunship act normally to damage"
N/A1369 
N/A1370 input EnableRotorSound(void) : "Turns on rotor sounds"
N/A1371 input DisableRotorSound(void) : "Turns off rotor sounds"
N/A1372 
N/A1373 // Outputs
N/A1374 output OnFireCannon(void)  : "Fires when the gunship fires a cannon round"
N/A1375 output OnFirstDamage( void ) : "Fired when the first damage is done to the gunship."
N/A1376 output OnSecondDamage( void ) : "Fired when the second damage is done to the gunship."
N/A1377 output OnThirdDamage( void ) : "Fired when the third damage is done to the gunship."
N/A1378 output OnFourthDamage( void ) : "Fired when the fourth damage is done to the gunship."
N/A1379 
N/A1380 spawnflags(Flags) =
N/A1381 [
N/A1382 4096 : "No ground attack" : 0
N/A1383 ]
N/A1384]
N/A1385 
N/A1386@PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_target_helicopter_crash : "Helicopter Crash Target"
N/A1387[
N/A1388]
N/A1389 
N/A1390@PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_target_gunshipcrash : "Gunship Crash Target"
N/A1391[
N/A1392 input Enable(void) : "Enable the crash target."
N/A1393 input Disable(void) : "Disable the crash target."
N/A1394]
N/A1395 
N/A1396@NPCClass base(BaseHelicopter) studio("models/combine_dropship.mdl" ) = npc_combinedropship : "Combine Dropship"
N/A1397[
N/A1398 spawnflags(Flags) =
N/A1399 [
N/A1400 32768 : "Wait for input before dropoff" : 0
N/A1401 ]
N/A1402 
N/A1403 LandTarget(target_destination) : "Land target name"
N/A1404 GunRange(float) : "Crate Gun Range" : 2048 : "If the dropship's carrying a crate with a gun on it, it'll only shoot targets within this range."
N/A1405 
N/A1406 RollermineTemplate(target_destination) : "Name of Rollermine Template" : "" : "If this dropship drops any rollermines due to the 'DropMines' input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped."
N/A1407 
N/A1408 NPCTemplate(target_destination) : "Name of Template NPC 1"
N/A1409 NPCTemplate2(target_destination) : "Name of Template NPC 2"
N/A1410 NPCTemplate3(target_destination) : "Name of Template NPC 3"
N/A1411 NPCTemplate4(target_destination) : "Name of Template NPC 4"
N/A1412 NPCTemplate5(target_destination) : "Name of Template NPC 5"
N/A1413 NPCTemplate6(target_destination) : "Name of Template NPC 6"
N/A1414 
N/A1415 Dustoff1(target_destination) : "Name of dustoff point for NPC 1"
N/A1416 Dustoff2(target_destination) : "Name of dustoff point for NPC 2"
N/A1417 Dustoff3(target_destination) : "Name of dustoff point for NPC 3"
N/A1418 Dustoff4(target_destination) : "Name of dustoff point for NPC 4"
N/A1419 Dustoff5(target_destination) : "Name of dustoff point for NPC 5"
N/A1420 Dustoff6(target_destination) : "Name of dustoff point for NPC 6"
N/A1421 
N/A1422 APCVehicleName(target_destination) : "Name of the APC to drop"
N/A1423 Invulnerable(Choices) : "Invulnerable" : 0 =
N/A1424 [
N/A1425 0 : "No"
N/A1426 1 : "Yes"
N/A1427 ]
N/A1428 
N/A1429 CrateType(Choices) : "Crate Type" : 2 =
N/A1430 [
N/A1431 -3 : "Jeep (No crate)"
N/A1432 -2 : "APC (No crate)"
N/A1433 -1 : "Strider (No crate)"
N/A1434 0 : "Roller Hopper"
N/A1435 1 : "Soldier Crate"
N/A1436 2 : "None"
N/A1437 ]
N/A1438 
N/A1439 // Inputs
N/A1440 input LandLeaveCrate(integer) : "Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter."
N/A1441 input LandTakeCrate(integer) : "Land, drop soldiers, but don't leave the crate behind. Specify the number of troops to drop off in the parameter."
N/A1442 input DropMines(integer) : "Drop Rollermines. Specify the number of mines to drop in the parameter."
N/A1443 input DropStrider(void) : "Drop the Strider you're carrying. Now."
N/A1444 input DropAPC(void) : "Drop the APC you're carrying. Now."
N/A1445 input Hover(target_destination) : "Hover over a named target entity until told to fly to a path."
N/A1446 input Pickup(string) : "Pickup an entity."
N/A1447 input SetLandTarget(string) : "Set my land target name."
N/A1448 input SetGunRange(float) : "Set my crate gun's range."
N/A1449 
N/A1450 input EnableRotorSound(void) : "Turns on rotor sounds"
N/A1451 input DisableRotorSound(void) : "Turns off rotor sounds"
N/A1452 
N/A1453 input StopWaitingForDropoff(void) : "Stop waiting for the dropoff. Dropoff as soon as possible."
N/A1454 
N/A1455 
N/A1456 // Outputs
N/A1457 output OnFinishedDropoff(void)  : "Fires when the dropship has finished a dropoff."
N/A1458 output OnFinishedPickup(void) : "Fires when the dropship has finished a pickup."
N/A1459 
N/A1460 output OnCrateShotDownBeforeDropoff(float) : "Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren't successfully dropped off."
N/A1461 output OnCrateShotDownAfterDropoff(void) : "Fires when the container was shot down after it dropped off soldiers."
N/A1462 
N/A1463]
N/A1464 
N/A1465@NPCClass base(BaseHelicopter) studio("models/combine_helicopter.mdl" ) = npc_helicopter : "Helicopter"
N/A1466[
N/A1467 spawnflags(Flags) =
N/A1468 [
N/A1469 65536 : "Loud rotor wash sound" : 0
N/A1470 131072 : "Electrical drone" : 0
N/A1471 262144 : "Helicopter lights" : 0
N/A1472 524288 : "Ignore avoid spheres+boxes" : 0
N/A1473 1048576 : "More aggressive attacks" : 0
N/A1474 2097152 : "Cast long shadow" : 0
N/A1475 ]
N/A1476 
N/A1477 InitialSpeed(string) : "Initial Speed" : "0"
N/A1478 GracePeriod(float) : "Grace Period" : "2.0" : "Time in seconds the helicopter has to see the player before he starts shooting"
N/A1479 PatrolSpeed(float) : "Patrol Speed" : "0" : "Speed at which the helicopter moves if he has no enemy."
N/A1480 
N/A1481 noncombat(choices) : "Non-combat (Do not precache gibs)" : "No" =
N/A1482 [
N/A1483 0 : "No"
N/A1484 1 : "Yes"
N/A1485 ]
N/A1486 
N/A1487 // Inputs
N/A1488 input GunOn(void) : "GunOn"
N/A1489 input GunOff(void) : "GunOff"
N/A1490 input MissileOn(void) : "MissileOn"
N/A1491 input MissileOff(void) : "MissileOff"
N/A1492 input EnableRotorWash(void) : "Turns on rotor wash effects"
N/A1493 input DisableRotorWash(void) : "Turns off rotor wash effects"
N/A1494 input EnableRotorSound(void) : "Turns on rotor sounds"
N/A1495 input DisableRotorSound(void) : "Turns off rotor sounds"
N/A1496 input StartBombingVehicle(void) : "Starts the chopper leading enemy vehicles and dropping bombs on them."
N/A1497 input StartTrailingVehicle(void) : "Starts the chopper trailing enemy vehicles and shooting at them."
N/A1498 input StartDefaultBehavior(void) : "Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points."
N/A1499 input StartAlwaysLeadingVehicle(void) : "Starts the chopper *always* leading enemy vehicles (regardless of how they are moving w/respect to the path) and dropping bombs on them. This mode is different from StartBombingVehicle in that it never uses the machine gun."
N/A1500 input StartSprinkleBehavior(void) : "Starts the chopper dropping bombs randomly + shooting at the player."
N/A1501 input StartBullrushBehavior(void) : "Starts the chopper bullrushing the player."
N/A1502 input SetHealthFraction(float) : "Sets the chopper health as a percentage of max health"
N/A1503 
N/A1504 input EnableDeadlyShooting(void) : "Starts the chopper being deadly to on-foot players"
N/A1505 input DisableDeadlyShooting(void) : "Stops the chopper being deadly to on-foot players"
N/A1506 
N/A1507 input StartNormalShooting(void) : "The chopper will fire in short bursts. Good for on-foot experiences"
N/A1508 input StartLongCycleShooting(void) : "The chopper fires in long bursts"
N/A1509 input StartContinuousShooting(void) : "The chopper fires continuously."
N/A1510 input StartFastShooting(void) : "The chopper fires normal bursts, but does not 'charge up' the gun. Fires immediately."
N/A1511 
N/A1512 input ResetIdleTime(void) : "Allows the helicopter to fire immediately if he's not in the middle of charging or firing"
N/A1513 input SetAngles(string) : "Instantly snaps the orientation of the helicopter (Pitch Yaw Roll)"
N/A1514 input DropBomb(void) : "Immediately drops a bomb based on normal bomb dropping rules"
N/A1515 input DropBombStraightDown(void) : "Immediately drops a bomb directly downwards"
N/A1516 input DropBombAtTarget(target_destination) : "Immediately drops a bomb directly at the target destination, but only if the player isn't right there"
N/A1517 input DropBombAtTargetAlways(target_destination) : "Immediately drops a bomb directly at the target destination, no matter whether it's fair or not."
N/A1518 input DropBombDelay(float) : "Add a delay before the next bomb is dropped"
N/A1519 input BecomeIndestructible(void) : "Makes the helicopter take no more damage"
N/A1520 
N/A1521 input DisablePathVisibilityTests(void) : "When the helicopter moves, he will not check for visibility from the path_track to the enemy to cull out path_tracks"
N/A1522 input EnablePathVisibilityTests(void) : "When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy"
N/A1523 
N/A1524 input StartCarpetBombing(void) : "Starts the helicopter constantly dropping megabombs until StopCarpetBombing input"
N/A1525 input StopCarpetBombing(void) : "Stop the carpet bombing behavior"
N/A1526 
N/A1527 // Outputs
N/A1528 output OnHealthChanged(integer) : "Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100."
N/A1529 output OnShotDown(void) : "Fires the instant the helicopter is killed"
N/A1530]
N/A1531 
N/A1532@PointClass base(Targetname, Parentname) studio("models/combine_helicopter/helicopter_bomb01.mdl") = grenade_helicopter : "Helicopter bomb"
N/A1533[
N/A1534 spawnflags(Flags) =
N/A1535 [
N/A1536 65536 : "Is a dud" : 0
N/A1537 ]
N/A1538 
N/A1539 // Inputs
N/A1540 input ExplodeIn(float) : "Tells the bomb to explode in X seconds."
N/A1541 
N/A1542 // Outputs
N/A1543 output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
N/A1544]
N/A1545 
N/A1546 
N/A1547@PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(radius) = npc_heli_avoidsphere : "Helicopter avoidance sphere"
N/A1548[
N/A1549 spawnflags(Flags) =
N/A1550 [
N/A1551 65536 : "Avoid the sphere above and below" : 0
N/A1552 ]
N/A1553 radius(float) : "Radius" : 128
N/A1554]
N/A1555 
N/A1556@SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_avoidbox : "Helicopter avoidance box"
N/A1557[
N/A1558 spawnflags(Flags) =
N/A1559 [
N/A1560 65536 : "Avoid the box above and below" : 0
N/A1561 ]
N/A1562]
N/A1563 
N/A1564@SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_nobomb : "Helicopter bombing suppressor"
N/A1565[
N/A1566]
N/A1567 
N/A1568@NPCClass base(BaseNPC) studio("models/Zombie/fast.mdl") = npc_fastzombie : "Fast Zombie"
N/A1569[
N/A1570 input AttachToVehicle(string) : "Attach to a specified vehicle entity"
N/A1571]
N/A1572 
N/A1573@NPCClass base(BaseNPC) studio("models/Zombie/Fast_torso.mdl") = npc_fastzombie_torso : "Fast Zombie Torso"
N/A1574[
N/A1575 
N/A1576]
N/A1577 
N/A1578@NPCClass base(BaseNPC) studio("models/Zombie/Classic.mdl") = npc_zombie : "Zombie"
N/A1579[
N/A1580]
N/A1581 
N/A1582@NPCClass base(BaseNPC) studio("models/Zombie/Classic_torso.mdl") = npc_zombie_torso : "Zombie Torso"
N/A1583[
N/A1584]
N/A1585 
N/A1586@NPCClass base(BaseNPC) studio("models/Zombie/zombie_soldier.mdl") = npc_zombine : "Combine Soldier Zombie"
N/A1587[
N/A1588 input StartSprint(void) : "Forces the zombine to sprint."
N/A1589 input PullGrenade(void) : "Forces the zombine to pull a grenade."
N/A1590]
N/A1591@NPCClass base(BaseNPC) studio("models/Zombie/Poison.mdl") = npc_poisonzombie :
N/A1592 "A bloated, disgusting, fluid-spurting zombie created by a poison headcrab."
N/A1593[
N/A1594 crabcount(choices) : "Crabs in nest" : 3 =
N/A1595 [
N/A1596 1 : "1 Crab"
N/A1597 2 : "2 Crabs"
N/A1598 3 : "3 Crabs"
N/A1599 ]
N/A1600]
N/A1601 
N/A1602@NPCClass base(BaseNPC) studio("models/combine_scanner.mdl") = npc_cscanner : "City Scanner"
N/A1603[
N/A1604 spawnflags(Flags) =
N/A1605 [
N/A1606 65536 : "No Dynamic Light" : 0
N/A1607 131072: "Strider Scout Scanner" : 0
N/A1608 ]
N/A1609 
N/A1610 spotlightlength(integer) : "SpotlightLength" : 500
N/A1611 spotlightwidth(integer) : "SpotlightWidth" : 50
N/A1612 
N/A1613 spotlightdisabled(choices) : "SpotlightDisabled" : 0 =
N/A1614 [
N/A1615 0 : "No"
N/A1616 1 : "Yes"
N/A1617 ]
N/A1618 
N/A1619 ShouldInspect(choices) : "Should inspect" : 1 =
N/A1620 [
N/A1621 0 : "No"
N/A1622 1 : "Yes"
N/A1623 ]
N/A1624 
N/A1625 OnlyInspectPlayers(choices) : "Only Inspect Players" : 0 =
N/A1626 [
N/A1627 0 : "No"
N/A1628 1 : "Yes"
N/A1629 ]
N/A1630 
N/A1631 NeverInspectPlayers(choices) : "Never Inspect Players" : 0 =
N/A1632 [
N/A1633 0 : "No"
N/A1634 1 : "Yes"
N/A1635 ]
N/A1636 // Inputs
N/A1637 input DisableSpotlight(void) : "DisableSpotlight"
N/A1638 input InspectTargetPhoto(string) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
N/A1639 input InspectTargetSpotlight(string) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
N/A1640 input InputSetFlightSpeed(integer) : "Sets the flight speed of the scanner"
N/A1641 input InputShouldInspect(integer) : "Set whether should inspect or not"
N/A1642 input SetFollowTarget(string) : "Set target to follow until told otherwise"
N/A1643 input ClearFollowTarget(void) : "Stop following our target"
N/A1644 input SetDistanceOverride(float) : "Override the distance the scanner will attempt to keep between inspection targets and itself"
N/A1645 
N/A1646 input DeployMine(void) : "Drop landmine (if carrying one)"
N/A1647 input EquipMine(void) : "Equip with landmine"
N/A1648 
N/A1649 // Outputs
N/A1650 output OnPhotographPlayer(void) : "Fired any time the scanner takes a picture of the player."
N/A1651 output OnPhotographNPC(void) : "Fired any time the scanner takes a picture of an NPC."
N/A1652]
N/A1653 
N/A1654 
N/A1655@NPCClass base(BaseNPC) studio("models/shield_scanner.mdl") = npc_clawscanner : "Claw Scanner"
N/A1656[
N/A1657 spawnflags(Flags) =
N/A1658 [
N/A1659 65536 : "No Dynamic Light" : 0
N/A1660 131072: "Strider Scout Scanner" : 0
N/A1661 ]
N/A1662 
N/A1663 spotlightlength(integer) : "SpotlightLength" : 500
N/A1664 spotlightwidth(integer) : "SpotlightWidth" : 50
N/A1665 
N/A1666 spotlightdisabled(choices) : "SpotlightDisabled" : 0 =
N/A1667 [
N/A1668 0 : "No"
N/A1669 1 : "Yes"
N/A1670 ]
N/A1671 
N/A1672 ShouldInspect(choices) : "Should inspect" : 1 =
N/A1673 [
N/A1674 0 : "No"
N/A1675 1 : "Yes"
N/A1676 ]
N/A1677 
N/A1678 OnlyInspectPlayers(choices) : "Only Inspect Players" : 0 =
N/A1679 [
N/A1680 0 : "No"
N/A1681 1 : "Yes"
N/A1682 ]
N/A1683 
N/A1684 NeverInspectPlayers(choices) : "Never Inspect Players" : 0 =
N/A1685 [
N/A1686 0 : "No"
N/A1687 1 : "Yes"
N/A1688 ]
N/A1689 // Inputs
N/A1690 input DisableSpotlight(void) : "DisableSpotlight"
N/A1691 input InspectTargetPhoto(string) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
N/A1692 input InspectTargetSpotlight(string) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
N/A1693 input InputSetFlightSpeed(integer) : "Sets the flight speed of the scanner"
N/A1694 input InputShouldInspect(integer) : "Set whether should inspect or not"
N/A1695 input SetFollowTarget(string) : "Set target to follow until told otherwise"
N/A1696 input ClearFollowTarget(void) : "Stop following our target"
N/A1697 input SetDistanceOverride(float) : "Override the distance the scanner will attempt to keep between inspection targets and itself"
N/A1698 
N/A1699 input DeployMine(void) : "Drop landmine (if carrying one)"
N/A1700 input EquipMine(void) : "Equip with landmine"
N/A1701 
N/A1702 // Outputs
N/A1703 output OnPhotographPlayer(void) : "Fired any time the scanner takes a picture of the player."
N/A1704 output OnPhotographNPC(void) : "Fired any time the scanner takes a picture of an NPC."
N/A1705]
N/A1706 
N/A1707@NPCClass base(BaseNPC,AlyxInteractable) studio("models/manhack.mdl") = npc_manhack : "Manhack"
N/A1708[
N/A1709 spawnflags(Flags) =
N/A1710 [
N/A1711 65536 : "Start packed up (folded and engine off)" : 0
N/A1712 131072 : "Don't use any damage effects" : 0
N/A1713 262144 : "Use Air Nodes" : 0
N/A1714 1048576 : "No Danger Sounds" : 0
N/A1715 ]
N/A1716 
N/A1717 input DisableSwarm(void) : "Disable the manhack swarm behavior."
N/A1718 input Unpack(void) : "Causes the manhack to stop being packed up."
N/A1719 ignoreclipbrushes(choices): "Ignore NPC Clip brushes" : "0" =
N/A1720 [
N/A1721 0 : "No"
N/A1722 1 : "Yes"
N/A1723 ]
N/A1724]
N/A1725 
N/A1726 
N/A1727@NPCClass base(BaseNPC) studio("models/mortarsynth.mdl") = npc_mortarsynth : "Mortar Synth"
N/A1728[
N/A1729]
N/A1730 
N/A1731 
N/A1732@NPCClass base(BaseNPC,RappelNPC) studio("models/Police.mdl") = npc_metropolice : "MetroPolice"
N/A1733[
N/A1734 additionalequipment(choices) : "Weapons" : "weapon_pistol" =
N/A1735 [
N/A1736 "weapon_pistol" : "Pistol"
N/A1737 "weapon_smg1"  : "SMG1"
N/A1738 "weapon_stunstick"  : "Stun Stick"
N/A1739 "weapon_shotgun"  : "Shotgun"
N/A1740 "0"  : "Nothing"
N/A1741 ]
N/A1742 
N/A1743 manhacks(Choices) : "Number of Manhacks" : 0 =
N/A1744 [
N/A1745 0 : "None"
N/A1746 1 : "1"
N/A1747 2 : "2"
N/A1748 ]
N/A1749 
N/A1750 weapondrawn(Choices) : "Pistol starts drawn" : 0 =
N/A1751 [
N/A1752 0 : "No"
N/A1753 1 : "Yes"
N/A1754 ]
N/A1755 
N/A1756 spawnflags(Flags) =
N/A1757 [
N/A1758 131072 : "Simple cops" : 0
N/A1759 262144 : "Rappel (UNCHECK THIS IF IT IS CHECKED!)" : 0
N/A1760 524288 : "Always stitch" : 0
N/A1761 1048576 : "No chatter" : 0
N/A1762 2097152 : "Arrest enemies" : 0
N/A1763 4194304 : "No far stitching" : 0
N/A1764 8388608 : "Prevent manhack toss" : 0
N/A1765 16777216: "Allowed to respond to thrown objects" : 0
N/A1766 33554432: "Mid-range attacks (halfway between normal + long-range)" : 0
N/A1767 ]
N/A1768 
N/A1769 // Inputs
N/A1770 input EnableManhackToss(void) : "Enables manhack toss (which had been disabled by the spawnflag)"
N/A1771 input SetPoliceGoal(string) : "Causes the NPC to police the area defined by an ai_goal_police"
N/A1772 input ActivateBaton(void) : "Set the baton to active"
N/A1773 
N/A1774 // Outputs
N/A1775 output OnStunnedPlayer(void) : "Fires when the player is hit by a stunstick by this NPC."
N/A1776 output OnCupCopped(void) : "Fires if the player hits me with the cupcop can. ONLY use for x360 achievement."
N/A1777]
N/A1778 
N/A1779@NPCClass base(BaseNPC) studio("models/Synth.mdl") = npc_crabsynth : "Crab Synth"
N/A1780[
N/A1781]
N/A1782 
N/A1783@NPCClass base(TalkNPC) studio("models/Monk.mdl") = npc_monk : "Monk"
N/A1784[
N/A1785 additionalequipment(choices) : "Weapons" : "weapon_annabelle" =
N/A1786 [
N/A1787 "weapon_annabelle" : "Annabelle"
N/A1788 "weapon_smg1" : "SMG1"
N/A1789 "weapon_ar2" : "AR2"
N/A1790 "weapon_stunstick" : "Stun Stick"
N/A1791 "weapon_crowbar" : "Crow Bar"
N/A1792 "weapon_shotgun" : "Shotgun"
N/A1793 "weapon_beerbottle" : "Beer Bottle"
N/A1794 "weapon_beerbottle2" : "Beer Bottle2"
N/A1795 "weapon_rpg" : "RPG"
N/A1796 "0"  : "Nothing"
N/A1797 ]
N/A1798 
N/A1799 HasGun(choices) : "Has Gun" : 1 =
N/A1800 [
N/A1801 0 : "No"
N/A1802 1 : "Yes"
N/A1803 ]
N/A1804 
N/A1805 // Inputs
N/A1806 input PerfectAccuracyOn(void) : "Make every shot at a zombie a headshot"
N/A1807 input PerfectAccuracyOff(void) : "Return to normal accuracy"
N/A1808]
N/A1809 
N/A1810 
N/A1811@NPCClass base(TalkNPC,Parentname, PlayerCompanion) studio() = npc_alyx : "Alyx"
N/A1812[
N/A1813 model(studio) : "World model" : "models/alyx.mdl"
N/A1814 
N/A1815 additionalequipment(choices) : "Weapons" : "weapon_alyxgun" =
N/A1816 [
N/A1817 "weapon_alyxgun" : "Alyx Gun"
N/A1818 "weapon_shotgun" : "Shotgun"
N/A1819 "0"  : "Nothing"
N/A1820 ]
N/A1821 
N/A1822 DontPickupWeapons(choices) : "Prevent picking up weapons?" : "1" : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." =
N/A1823 [
N/A1824 0 : "No"
N/A1825 1 : "Yes"
N/A1826 ]
N/A1827 
N/A1828 ShouldHaveEMP(choices) : "Should alyx have her EMP?" : "1" =
N/A1829 [
N/A1830 0 : "No"
N/A1831 1 : "Yes"
N/A1832 ]
N/A1833 
N/A1834 
N/A1835 // Inputs
N/A1836 input AllowInteraction(void) : "Allow Alyx's 'hacking' AI to run."
N/A1837 input DisallowInteraction(void) : "Disallow Alyx's 'hacking' AI."
N/A1838 input AllowDarknessSpeech(bool) : "Enables or disables Alyx's darkness speech ('where are you', etc)."
N/A1839 input SetAnimLockedEntity(string) : "Sets Alyx to take her animation and cycle position from another entity."
N/A1840 input ClearAnimLockedEntity(void) : "Stops Alyx from taking her animation locking from another character."
N/A1841 input GiveEMP(bool): "Gives or removes the EMP tool."
N/A1842 
N/A1843 //Outputs
N/A1844 output OnFinishInteractWithObject(void) : "Fires when Alyx finishes interacting with an object (usually hacking it)."
N/A1845 output OnPlayerUse(void) : "Fires when a player +USEs Alyx."
N/A1846 
N/A1847 // Vehicle entry/exit input (ultimately will reside in TalkNPC)
N/A1848 input EnterVehicle(string) : "Make Alyx enter the vehicle specified by name."
N/A1849 input EnterVehicleImmediately(string) : "Make Alyx enter the vehicle specified by name immediately via teleportation."
N/A1850 input ExitVehicle(void) : "Make Alyx exit the vehicle she's in."
N/A1851 input CancelEnterVehicle(void) : "Stops Alyx from trying to enter the vehicle if she's outside of it."
N/A1852 
N/A1853 // Outputs
N/A1854 output OnPlayerUse(void) : "Fires when a player +USEs Alyx"
N/A1855]
N/A1856 
N/A1857@PointClass base(Targetname, EnableDisable) = ai_goal_operator : "Indicates items in the world that some NPCs may operate upon"
N/A1858[
N/A1859 actor(target_name_or_class) : "Actor to affect" : "" : "NPC that should perform this operation"
N/A1860 
N/A1861 target(target_destination) : "Position entity" : "" : "Name of the entity that the NPC should move to in order to perform the operation."
N/A1862 
N/A1863 contexttarget(target_destination) :"Context target" : "" : "(Optional) Name of an entity that the operator will use within context."
N/A1864 
N/A1865 state(choices) : "Initial State" : 0 =
N/A1866 [
N/A1867 0 : "Not ready (closed, locked, etc)"
N/A1868 1 : "Ready (open and accessible)"
N/A1869 ]
N/A1870 
N/A1871 moveto(choices) : "How should NPC approach?" : 1 =
N/A1872 [
N/A1873 0 : "DO NOT USE THIS SETTING"
N/A1874 1 : "Walk"
N/A1875 2 : "Run"
N/A1876 ]
N/A1877 
N/A1878 input Activate( void ) : "Begin operating on the object"
N/A1879// input Deactivate( void ) : "Cease contesting position"
N/A1880 input SetStateReady(void) : "Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction."
N/A1881 input SetStateFinished(void) : "Fire this input when the NPC has completed the interaction with this object."
N/A1882 
N/A1883 output OnBeginApproach(void) : "Fired when the NPC begins to approach the position"
N/A1884 output OnMakeReady(void) : "Make the item ready to operate"
N/A1885 output OnBeginOperating(void) : "Fired when the NPC is ready to operate"
N/A1886 output OnFinished(void) : "The item is done"
N/A1887]
N/A1888 
N/A1889@PointClass base(Targetname, EnableDisable) sphere(LightRadius) = info_darknessmode_lightsource
N/A1890[
N/A1891 LightRadius(float) : "Light Radius" : "256.0" : "The radius around this lightsource in which Alyx will be able to see enemies."
N/A1892]
N/A1893 
N/A1894@NPCClass base(TalkNPC) studio() = npc_kleiner : "Kleiner"
N/A1895[
N/A1896 model(studio) : "World model" : "models/kleiner.mdl"
N/A1897]
N/A1898 
N/A1899@NPCClass base(TalkNPC,Parentname) studio() = npc_eli : "Eli Vance"
N/A1900[
N/A1901 model(studio) : "World model" : "models/eli.mdl"
N/A1902]
N/A1903 
N/A1904@NPCClass base(TalkNPC) studio() = npc_magnusson : "Magnusson"
N/A1905[
N/A1906 model(studio) : "World model" : "models/magnusson.mdl"
N/A1907]
N/A1908 
N/A1909@NPCClass base(TalkNPC) studio() = npc_breen : "Dr Breen"
N/A1910[
N/A1911 model(studio) : "World model" : "models/breen.mdl"
N/A1912 
N/A1913 spawnflags(Flags) =
N/A1914 [
N/A1915 65536 : "Ignore speech semaphore" : 0
N/A1916 ]
N/A1917]
N/A1918 
N/A1919@NPCClass base(TalkNPC) studio("models/mossman.mdl") = npc_mossman : "Dr Mossman"
N/A1920[
N/A1921]
N/A1922 
N/A1923@NPCClass base(TalkNPC) studio("models/gman.mdl") = npc_gman : "The G-Man"
N/A1924[
N/A1925]
N/A1926 
N/A1927@NPCClass base(BaseNPC) studio("models/dog.mdl") = npc_dog : "d0g"
N/A1928[
N/A1929 //Inputs
N/A1930 input SetPickupTarget(string) : "Sets the target entity for dog to pickup."
N/A1931 input StartCatchThrowBehavior(string) : "Tells d0g to start playing with the player. You can pass in the name of the object you want him to play with otherwise he'll find the closes phys_object."
N/A1932 input StopCatchThrowBehavior(string) : "Stop the catch and throw behavior."
N/A1933 input PlayerPickupObject(void) : "Tells d0g the physgun just picked up an object."
N/A1934 input StartWaitAndCatch(void) : "Tells d0g to wait for the player to throw an object at him."
N/A1935 input StopWaitAndCatch(void) : "Tells d0g to stop waiting for the player."
N/A1936 input SetThrowArcModifier(float) : "Used to pass in a modifier for d0g's object flight arc."
N/A1937 input SetThrowTarget(string) : "Set d0g's throw target (pass in !player if you want the player)"
N/A1938 input TurnBoneFollowersOff(void) : "Turn dog's bone followers off"
N/A1939 input TurnBoneFollowersOn(void) : "Turn dog's bone followers on"
N/A1940 
N/A1941 // Outputs
N/A1942 output OnDogThrow(void) : "Fires when dog throws an object."
N/A1943 output OnDogPickup(void) : "Fires when dog picks up an object."
N/A1944 output OnDogCatch(void) : "Fires when dog catches an object."
N/A1945]
N/A1946 
N/A1947@PointClass base(BaseNPC, RenderFields, Shadow) studio() = monster_generic : "Generic Script NPC"
N/A1948[
N/A1949 spawnflags(Flags) =
N/A1950 [
N/A1951 65536 : "Not solid" : 0
N/A1952 ]
N/A1953 model(studio) : "Model"
N/A1954 body(Integer) : "Body" : 0
N/A1955]
N/A1956 
N/A1957 
N/A1958@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC"
N/A1959[
N/A1960 model(studio) : "Model"
N/A1961 
N/A1962 hull_name(choices) : "Hull type" : "Human" =
N/A1963 [
N/A1964 "HUMAN_HULL" : "Human"
N/A1965 "WIDE_HUMAN_HULL" : "Wide"
N/A1966 "TINY_HULL" : "Tiny"
N/A1967 "MEDIUM_HULL" : "Medium"
N/A1968 "LARGE_HULL" : "Large"
N/A1969 ]
N/A1970]
N/A1971 
N/A1972@PointClass base(BaseNPC, RenderFields, Shadow) studio() = cycler_actor : "Actor Cycler"
N/A1973[
N/A1974 model(studio) : "Model"
N/A1975 Sentence(string) : "Sentence Group" : ""
N/A1976 
N/A1977 input Alpha(integer) : "Set Alpha Value"
N/A1978]
N/A1979 
N/A1980@PointClass base(Angles, BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_maker : "NPC Maker"
N/A1981[
N/A1982 spawnflags(Flags) =
N/A1983 [
N/A1984 16 : "Fade Corpse" : 0
N/A1985 ]
N/A1986 
N/A1987 NPCType(npcclass) : "Class name of spawned NPC"
N/A1988 NPCTargetname(string) : "Childrens' Name"
N/A1989 NPCSquadname(string) : "Childrens' Squad Name"
N/A1990 NPCHintGroup(string) : "Childrens' Hint Group"
N/A1991 
N/A1992 additionalequipment(choices) : "Weapons" : "0" =
N/A1993 [
N/A1994 "weapon_pistol" : "Pistol"
N/A1995 "weapon_ar2" : "AR2"
N/A1996 "weapon_shotgun" : "Shotgun"
N/A1997 "weapon_smg1" : "SMG1"
N/A1998 "weapon_stunstick" : "Stun Stick"
N/A1999 "weapon_annabelle"  :"Grigori's Shotgun"
N/A2000 "0" : "Nothing"
N/A2001 ]
N/A2002]
N/A2003 
N/A2004@PointClass base(Angles, BaseNPCMaker) size(-8 -8 -8, 8 8 8) color(0 0 255) = npc_antlion_template_maker : "Antlion Template Maker"
N/A2005[
N/A2006 spawnflags(Flags) =
N/A2007 [
N/A2008 1024 : "Random spawn node" : 0
N/A2009 2048 : "Try to spawn close to the current target" : 0
N/A2010 4096 : "Pick a random fight target" : 0
N/A2011 8192 : "Try to play blocked effects near the player" : 0
N/A2012 ]
N/A2013 
N/A2014 TemplateName(target_destination) : "Name of template NPC"
N/A2015 
N/A2016 spawngroup(string) : "Spawn on Hint Group" : "" : "If specified, children will spawn on a hint node from this group, nearest the target."
N/A2017 spawnradius(float) : "Spawn radius" : 512 : "Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn."
N/A2018 spawntarget(string): "Spawn target" : "" : "Targetname of the entity to try and spawn near."
N/A2019 fighttarget(string): "Fight target" : "" : "Targetname of an entity used as a goal for the children to fight to."
N/A2020 followtarget(string): "Follow target" : "" : "Targetname of an entity used as a goal for the children to follow."
N/A2021 vehicledistance(float): "Vehicle Spawn Distance" : "1" : "This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it."
N/A2022 workerspawnrate(float): "Random Worker Spawn Rate" : "0" : "Percentage chance that a spawned antlion will be a worker. (0 = no chance, 1 = 100% chance)"
N/A2023 
N/A2024 ignorebugbait(choices): "Ignore Bugbait" : "0" =
N/A2025 [
N/A2026 0 : "No"
N/A2027 1 : "Yes"
N/A2028 ]
N/A2029 
N/A2030 pool_start(integer) : "Initial antlions in the pool." : 0 : "Number of antlions in the pool at map start."
N/A2031 pool_max(integer) : "Max antlions in the pool." : 0 : "Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off."
N/A2032 pool_regen_amount(integer) : "Pool regen amount." : 0 : "This is the number of antlions added to the pool every time it regenerates."
N/A2033 pool_regen_time(float) : "Pool regen time." : 0 : "Time interval between pool regeneration ticks."
N/A2034 
N/A2035 // Inputs
N/A2036 input SetFightTarget(string) : "Sets the target entity for children to fight to."
N/A2037 input ClearFightTarget(void) : "Clears the fight target goal for this spawner."
N/A2038 input SetFollowTarget(string) : "Sets the target entity for children to follow."
N/A2039 input ClearFollowTarget(void) : "Clears the follow target goal for this spawner."
N/A2040 input SetSpawnRadius(float) : "Sets the Spawn Radius."
N/A2041 input AddToPool(integer) : "Add the number of antlions specified in the parameter to the pool."
N/A2042 input SetMaxPool(integer) : "Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior."
N/A2043 input SetPoolRegenAmount(integer) : "Set the number of antlions added to the pool every time it regenerates."
N/A2044 input SetPoolRegenTime(float) : "Set the time interval between pool regeneration ticks."
N/A2045 input ChangeDestinationGroup(string) : "Change the spawn group for this spawner."
N/A2046 
N/A2047 // Outputs
N/A2048 output OnAllBlocked(void) : "Fires when all the hint nodes are blocked."
N/A2049 
N/A2050 createspores(choices): "Create Spore effect" : "0" =
N/A2051 [
N/A2052 0 : "No"
N/A2053 1 : "Yes"
N/A2054 ]
N/A2055]
N/A2056 
N/A2057@PointClass base(Targetname) sphere(repelradius) color(0 0 255) = point_antlion_repellant : "Antlion Repellant"
N/A2058[
N/A2059 repelradius(float): "Repell radius" : 512 : "Antlions aren't allowed to be inside this radius"
N/A2060 input Enable(void) : "Enable"
N/A2061 input Disable(void) : "Disable"
N/A2062]
N/A2063 
N/A2064//-------------------------------------------------------------------------
N/A2065//
N/A2066// Player Control Entities
N/A2067//
N/A2068//-------------------------------------------------------------------------
N/A2069 
N/A2070@BaseClass base(Targetname) size(-10 -10 -10, 10 10 10) color(255 0 255) = player_control
N/A2071[
N/A2072 // Inputs
N/A2073 input Activate(void) : "Turns on"
N/A2074 input Deactivate(void) : "Turns off"
N/A2075 input SetThrust(string) : "Set Thrust"
N/A2076 input SetSideThrust(string)  : "Set Side Thrust"
N/A2077]
N/A2078 
N/A2079 
N/A2080//-------------------------------------------------------------------------
N/A2081//
N/A2082// Scripted Events
N/A2083//
N/A2084//-------------------------------------------------------------------------
N/A2085 
N/A2086@BaseClass base(Targetname, Parentname, Angles) color(255 0 255) sphere(m_flRadius) = BaseScripted
N/A2087[
N/A2088 m_iszEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
N/A2089 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/A2090 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/A2091 m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
N/A2092 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/A2093 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/A2094 m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 =
N/A2095 [
N/A2096 0 : "No"
N/A2097 1 : "Yes"
N/A2098 ]
N/A2099 m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 =
N/A2100 [
N/A2101 0 : "No"
N/A2102 1 : "Yes"
N/A2103 ]
N/A2104 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A2105 m_flRepeat(integer) : "Repeat Rate ms" : 0
N/A2106 m_fMoveTo(Choices) : "Move to Position" : 1 =
N/A2107 [
N/A2108 0 : "No"
N/A2109 1 : "Walk"
N/A2110 2 : "Run"
N/A2111 3 : "Custom movement"
N/A2112 4 : "Instantaneous"
N/A2113 5 : "No - Turn to Face"
N/A2114 ]
N/A2115 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/A2116 m_bIgnoreGravity(choices) : "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/A2117 [
N/A2118 0 : "No"
N/A2119 1 : "Yes"
N/A2120 ]
N/A2121 m_bDisableNPCCollisions(choices) : "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/A2122 [
N/A2123 0 : "No"
N/A2124 1 : "Yes"
N/A2125 ]
N/A2126 
N/A2127 
N/A2128 // Inputs
N/A2129 input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
N/A2130 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/A2131 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/A2132 
N/A2133 // Outputs
N/A2134 output OnBeginSequence(void) : "Fires when the action animation begins playing."
N/A2135 output OnEndSequence(void) : "Fires when the action animation completes."
N/A2136 output OnCancelSequence(void) : "Fires when the sequence is cancelled."
N/A2137 output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
N/A2138 output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
N/A2139 output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC."
N/A2140 output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC."
N/A2141 output OnScriptEvent04(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC."
N/A2142 output OnScriptEvent05(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC."
N/A2143 output OnScriptEvent06(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC."
N/A2144 output OnScriptEvent07(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC."
N/A2145 output OnScriptEvent08(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC."
N/A2146]
N/A2147 
N/A2148@PointClass sphere() iconsprite("editor/scripted_sentence.vmt") base(Targetname) = scripted_sentence : "Scripted Sentence"
N/A2149[
N/A2150 spawnflags(Flags) =
N/A2151 [
N/A2152 1 : "Fire Once"  : 1
N/A2153 2 : "Followers Only" : 0
N/A2154 4 : "Interrupt Speech" : 1
N/A2155 8 : "Concurrent" : 0
N/A2156 16 : "Speak to Activator" : 1
N/A2157 ]
N/A2158 
N/A2159 sentence(string) : "Sentence Name" : ""
N/A2160 entity(string) : "Speaker Type"
N/A2161 delay(string) : "Additional Sentence Time" : "0"
N/A2162 radius(integer) : "Search Radius" : 512
N/A2163 refire(string) : "Delay Before Refire" : "3"
N/A2164 listener(string) : "Listener Type"
N/A2165 volume(string) : "Volume 0-10" : "10"
N/A2166 attenuation(Choices) : "Sound Radius" : 0 =
N/A2167 [
N/A2168 0 : "Small Radius"
N/A2169 1 : "Medium Radius"
N/A2170 2 : "Large Radius"
N/A2171 3 : "Play Everywhere"
N/A2172 ]
N/A2173 
N/A2174 // Inputs
N/A2175 input BeginSentence(void) : "Starts the scripted sentence."
N/A2176 
N/A2177 // Outputs
N/A2178 output OnBeginSentence(void) : "Fires when the sentence begins"
N/A2179 output OnEndSentence(void) : "Fires when the sentence ends"
N/A2180]
N/A2181 
N/A2182@PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = scripted_target : "Scripted Target"
N/A2183[
N/A2184 StartDisabled(choices) : "Start Disabled" : 1 =
N/A2185 [
N/A2186 0 : "No"
N/A2187 1 : "Yes"
N/A2188 ]
N/A2189 
N/A2190 m_iszEntity(npcclass) : "Target NPC"
N/A2191 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A2192 
N/A2193 MoveSpeed(integer) : "Move Speed" : 5 // How quickly should target move between scripted targets
N/A2194 PauseDuration(integer) : "Pause Duration" : 0 // How long should target pause at scripted target
N/A2195 EffectDuration(integer) : "Effect Duration" : 2 // How long should any associated effect last
N/A2196 
N/A2197 target(target_destination) : "Next Target" // Next scripted target
N/A2198 
N/A2199 // Inputs
N/A2200 input Enable(void) : "Enable this entity"
N/A2201 input Disable(void) : "Disable this entity"
N/A2202 
N/A2203 // Outputs
N/A2204 output AtTarget(void) : "Fires when NPC reaches this target"
N/A2205 output LeaveTarget(void) : "Fires when NPC leaves this target"
N/A2206]
N/A2207 
N/A2208@PointClass base(Targetname) iconsprite("editor/ai_relationship.vmt") sphere() = ai_relationship :
N/A2209 "AI Relationship - Sets relationships between groups of NPCs in the AI."
N/A2210[
N/A2211 subject(target_name_or_class) : "Subject(s)" : "" : "This is the NPC(s) whose disposition will change. May be a targetname or a classname."
N/A2212 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/A2213 disposition(choices) : "Disposition" : 3 : "Choose the way the Subject(s) should feel about the Target(s)" =
N/A2214 [
N/A2215 // These MUST match the enum in the code! (basecombatcharacter.h)
N/A2216 1 : "Hate"
N/A2217 2 : "Fear"
N/A2218 3 : "Like"
N/A2219 4 : "Neutral"
N/A2220 ]
N/A2221 
N/A2222 radius(float) : "Radius for subject" : 0
N/A2223 
N/A2224 rank(integer) : "Disposition Priority" : 0 : "How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling."
N/A2225 
N/A2226 StartActive(choices) : "Start Active" : 0 =
N/A2227 [
N/A2228 0 : "No"
N/A2229 1 : "Yes"
N/A2230 ]
N/A2231 
N/A2232 Reciprocal(choices) : "Reciprocal" : 0 : "Set this to YES to have the new relationship mirrored by Target" =
N/A2233 [
N/A2234 0 : "No"
N/A2235 1 : "Yes"
N/A2236 ]
N/A2237 
N/A2238 spawnflags(flags) =
N/A2239 [
N/A2240 1 : "Notify subject of target's location" : 0
N/A2241 2 : "Notify target of subject's location" : 0
N/A2242 ]
N/A2243 
N/A2244 // Inputs
N/A2245 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/A2246 
N/A2247 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/A2248 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/A2249]
N/A2250 
N/A2251@PointClass base(Targetname) = ai_ally_manager : "AI Ally Manager"
N/A2252[
N/A2253 maxallies(integer) : "Maximum number of allies" : 5
N/A2254 maxmedics(integer) : "Maximum number of medics" : 1
N/A2255 
N/A2256 // Inputs
N/A2257 input SetMaxAllies(integer) : "Set maximum number of allies"
N/A2258 input SetMaxMedics(integer) : "Set maximum number of medic allies"
N/A2259 input Replenish(void) : "Replenish player allies"
N/A2260 
N/A2261 // Outputs
N/A2262 output SpawnMedicAlly(void) : "Spawn Medic Ally"
N/A2263 output SpawnAlly0(void) : "Spawn Ally 0"
N/A2264 output SpawnAlly1(void) : "Spawn Ally 1"
N/A2265 output SpawnAlly2(void) : "Spawn Ally 2"
N/A2266 output SpawnAlly3(void) : "Spawn Ally 3"
N/A2267 output SpawnAlly4(void) : "Spawn Ally 4"
N/A2268 output SpawnAlly5(void) : "Spawn Ally 5"
N/A2269 output SpawnAlly6(void) : "Spawn Ally 6"
N/A2270 output SpawnAlly7(void) : "Spawn Ally 7"
N/A2271 output SpawnAlly8(void) : "Spawn Ally 8"
N/A2272 output SpawnAlly9(void) : "Spawn Ally 9"
N/A2273 
N/A2274 output OnZeroAllies(void) : "Fires when there are no more allies"
N/A2275 output OnZeroMedicAllies(void) : "Fires when there are no more allies"
N/A2276]
N/A2277 
N/A2278@BaseClass base(Targetname) = LeadGoalBase
N/A2279[
N/A2280 actor(target_name_or_class) : "Actor(s) to affect"
N/A2281 goal(string) : "Target Entity"
N/A2282 WaitPointName(target_destination) : "Point to wait at if the target's not visible"
N/A2283 WaitDistance(float) : "Wait until player gets this close"
N/A2284 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/A2285 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/A2286 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/A2287 Run(choices) : "Run instead of Walk" : "0" =
N/A2288 [
N/A2289 "0" : "No"
N/A2290 "1" : "Yes"
N/A2291 ]
N/A2292 
N/A2293 Retrieve(choices) : "Retrieve player?" : 1 =
N/A2294 [
N/A2295 0 : "No, just idle and wait"
N/A2296 1 : "Yes, move to retrieve"
N/A2297 ]
N/A2298 ComingBackWaitForSpeak(choices) : "Before Coming Back, Wait for speech?" : 1 =
N/A2299 [
N/A2300 0 : "No, come back while speaking"
N/A2301 1 : "Yes, wait for speech to finish"
N/A2302 ]
N/A2303 RetrieveWaitForSpeak(choices) : "On Retrieve, Wait for speech?" : 1 =
N/A2304 [
N/A2305 0 : "No, start leading while speaking"
N/A2306 1 : "Yes, wait for speech to finish"
N/A2307 ]
N/A2308 DontSpeakStart(choices) : "Speak start greeting?" : 0 =
N/A2309 [
N/A2310 0 : "Yes, speak the start greeting"
N/A2311 1 : "No, don't speak the greeting"
N/A2312 ]
N/A2313 LeadDuringCombat(choices) : "Lead during combat?" : 0 =
N/A2314 [
N/A2315 0 : "No. Stop to fight, resume leading when safe."
N/A2316 1 : "Yes, lead while fighting."
N/A2317 ]
N/A2318 GagLeader(choices) : "Gag Leader?" : 0 =
N/A2319 [
N/A2320 0 : "No. Speak lead concepts normally, respecting other lead speech settings."
N/A2321 1 : "Yes, don't speak any lead concepts at all, overriding all other lead speech settings."
N/A2322 ]
N/A2323 
N/A2324 AttractPlayerConceptModifier(string)  : "Attract player concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ATTRACTPLAYER' concept is spoken."
N/A2325 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/A2326 ArrivalConceptModifier(string)  : "Arrival concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_ARRIVAL' concept is spoken."
N/A2327 PostArrivalConceptModifier(string)  : "Post-arrival concepts modifier"
N/A2328 SuccessConceptModifier(string)  : "Success concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'TLK_LEAD_SUCCESS' concept is spoken."
N/A2329 FailureConceptModifier(string)  : "Failure concept modifier" : "" : "Appended to the keyvalues passed into the response rules when the 'lead_fail' concept is spoken."
N/A2330 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/A2331 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/A2332 
N/A2333 // Spawnflags
N/A2334 spawnflags(Flags) =
N/A2335 [
N/A2336 1 : "No def success" : 0
N/A2337 2 : "No def failure" : 0
N/A2338 4 : "Use goal facing" : 1
N/A2339 ]
N/A2340 
N/A2341 // Inputs
N/A2342 input Activate( void )  : "Begin the leading behavior"
N/A2343 input Deactivate( void )  : "Stop the leading behavior"
N/A2344 
N/A2345 input SetSuccess( void ) : "Notify success of leading"
N/A2346 input SetFailure( void ) : "Notify failure of leading"
N/A2347 
N/A2348 // Outputs
N/A2349 output OnArrival( void ) : "Fires when NPC reaches the lead point"
N/A2350 output OnArrivalDone( void ) : "Fires when NPC has played out any arrival speech"
N/A2351 output OnSuccess( void ) : "Fires when NPC achieves the goal"
N/A2352 output OnFailure( void ) : "Fires when NPC fails to achieves the goal"
N/A2353 output OnDone( void ) : "Fires when NPC completes behavior (any post-success or fail acting is complete)"
N/A2354]
N/A2355 
N/A2356@PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead : "AI Goal Lead"
N/A2357[
N/A2358 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2359 [
N/A2360 0 : "Entity Name"
N/A2361 1 : "Classname"
N/A2362 ]
N/A2363]
N/A2364 
N/A2365@PointClass base(LeadGoalBase) iconsprite("editor/ai_goal_lead.vmt") = ai_goal_lead_weapon :
N/A2366 "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/A2367[
N/A2368 WeaponName(choices) : "Weapon" : "weapon_bugbait" =
N/A2369 [
N/A2370 "weapon_bugbait" : "Bugbait"
N/A2371 "weapon_smg1" : "SMG1"
N/A2372 "weapon_ar2"  : "AR2"
N/A2373 ]
N/A2374 
N/A2375 MissingWeaponConceptModifier(string) : "Missing weapon concept modifier"
N/A2376 
N/A2377 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2378 [
N/A2379 0 : "Entity Name"
N/A2380 1 : "Classname"
N/A2381 ]
N/A2382]
N/A2383 
N/A2384@BaseClass base(Targetname) = FollowGoal
N/A2385[
N/A2386 actor(target_name_or_class) : "Actor(s) to affect"
N/A2387 goal(string) : "Target Entity" : : "The name of the entity to follow. If blank, and the actor likes the player, then defaults to player"
N/A2388 
N/A2389 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2390 [
N/A2391 0 : "Entity Name"
N/A2392 1 : "Classname"
N/A2393 ]
N/A2394 
N/A2395 StartActive(choices) : "Start Active" : 0 =
N/A2396 [
N/A2397 0 : "No"
N/A2398 1 : "Yes"
N/A2399 ]
N/A2400 
N/A2401 MaximumState(choices) : "Maximum state" : 1 =
N/A2402 [
N/A2403 1 : "Idle"
N/A2404 2 : "Alert"
N/A2405 3 : "Combat"
N/A2406 ]
N/A2407 
N/A2408 Formation(choices) : "Formation" : 0 =
N/A2409 [
N/A2410 0 : "Close circle"
N/A2411 1 : "Wide circle"
N/A2412 5 : "Medium circle"
N/A2413 6 : "Sidekick"
N/A2414 8 : "Vortigaunt"
N/A2415 ]
N/A2416 
N/A2417 // Inputs
N/A2418 input Activate( void ) : "Begin the follow behavior"
N/A2419 input Deactivate( void ) : "Cease the follow behavior"
N/A2420]
N/A2421 
N/A2422@PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_follow : "AI Goal Follow"
N/A2423[
N/A2424]
N/A2425 
N/A2426@PointClass base(FollowGoal) iconsprite("editor/ai_goal_follow.vmt") = ai_goal_injured_follow : "AI Goal Injured Follow"
N/A2427[
N/A2428]
N/A2429 
N/A2430@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Angles, Parentname) studio("models/pigeon.mdl") = ai_battle_line : "Battle line"
N/A2431[
N/A2432 // Spawnflags
N/A2433 spawnflags(Flags) =
N/A2434 [
N/A2435 1 : "Use parent's orientation" : 0
N/A2436 ]
N/A2437 
N/A2438 actor(target_name_or_class) : "Actor(s) or squad to affect"
N/A2439 
N/A2440 Active(choices) : "Active" : 0 =
N/A2441 [
N/A2442 0 : "No"
N/A2443 1 : "Yes"
N/A2444 ]
N/A2445 
N/A2446 Strict(choices) : "Strict" : 1 : "Player orders can override, applies to allies only" =
N/A2447 [
N/A2448 0 : "No"
N/A2449 1 : "Yes"
N/A2450 ]
N/A2451 
N/A2452 // Inputs
N/A2453 input Activate(void)
N/A2454 input Deactivate(void)
N/A2455]
N/A2456 
N/A2457@PointClass base(Targetname) iconsprite("editor/ai_goal_standoff.vmt") = ai_goal_standoff : "AI Goal Standoff"
N/A2458[
N/A2459 actor(target_name_or_class) : "Actor(s) to affect"
N/A2460// goal(string) : "Target Entity (self by default) [NOT IMPLEMENTED]"
N/A2461 
N/A2462 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2463 [
N/A2464 0 : "Entity Name"
N/A2465 1 : "Classname"
N/A2466 ]
N/A2467 
N/A2468 StartActive(choices) : "Start Active" : 0 =
N/A2469 [
N/A2470 0 : "No"
N/A2471 1 : "Yes"
N/A2472 ]
N/A2473 
N/A2474 HintGroupChangeReaction(Choices) : "Reaction to tactical change" : 1 : "What to do if leader moves, threat is neutralized, hint group changes, etc" =
N/A2475 [
N/A2476 0 : "Move when ready (default AI)"
N/A2477 1 : "Move when seek cover"
N/A2478 2 : "Move immediately"
N/A2479 ]
N/A2480 
N/A2481 Aggressiveness(Choices) : "Aggressiveness" : 2 =
N/A2482 [
N/A2483 0 : "Very low"
N/A2484 1 : "Low"
N/A2485 2 : "Medium"
N/A2486 3 : "High"
N/A2487 4 : "Very High"
N/A2488 // Custom agression disabled
N/A2489 // 100 : "Custom"
N/A2490 ]
N/A2491 
N/A2492 PlayerBattleline(choices) : "Player battleline" : 1 : "Player defines a battle line, applies to allies only" =
N/A2493 [
N/A2494 0 : "No"
N/A2495 1 : "Yes"
N/A2496 ]
N/A2497 
N/A2498 StayAtCover(choices) : "Stay at cover location" : 0 : "When have suitable cover, don't change it (disables advancing to battle line)" =
N/A2499 [
N/A2500 0 : "No"
N/A2501 1 : "Yes"
N/A2502 ]
N/A2503 
N/A2504 AbandonIfEnemyHides(choices) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff" =
N/A2505 [
N/A2506 0 : "No"
N/A2507 1 : "Yes"
N/A2508 ]
N/A2509 
N/A2510 // Custom aggression
N/A2511// CustomCoverOnReload(choices) : "Custom: Take cover to reload" : 1 =
N/A2512// [
N/A2513// 0 : "No"
N/A2514// 1 : "Yes"
N/A2515// ]
N/A2516// CustomMinTimeShots(float) : "Custom: Min time wait to shoot"  : 2 : "Minimum duration of time after a burst of shooting before trying again"
N/A2517// CustomMaxTimeShots(float) : "Custom: Max time wait to shoot"  : 4 : "Minimum duration of time after a burst of shooting before trying again"
N/A2518// CustomMinShots(integer) : "Custom: Min shots in a burst"  : 1
N/A2519// CustomMaxShots(integer) : "Custom: Max shots in a burst"  : 4
N/A2520// CustomOddsCover(integer) : "Custom: Odds cover on damage"  : 25 : "If damaged, the chances react by taking immediate cover"
N/A2521 
N/A2522 // Inputs
N/A2523 input Activate( void ) : "Begin contesting position"
N/A2524 input Deactivate( void ) : "Cease contesting position"
N/A2525 input SetAggressiveness(integer) : "Set aggressiveness"
N/A2526]
N/A2527 
N/A2528@PointClass base(Targetname, Parentname, Angles) sphere(policeradius) iconsprite("editor/ai_goal_police.vmt") = ai_goal_police : "AI Goal Police"
N/A2529[
N/A2530 spawnflags(Flags) =
N/A2531 [
N/A2532 2 : "Knock-out target past crossing plane" : 0
N/A2533 4 : "Do not leave post" : 0
N/A2534 ]
N/A2535 
N/A2536 policeradius(float) : "Radius" : 512 : "Radius to police"
N/A2537 policetarget(string) : "Target" : "" : "Target to police"
N/A2538 
N/A2539 // Inputs
N/A2540 input EnableKnockOut(void) : "Tells the goal to make the active policing NPC knock out its target"
N/A2541 input DisableKnockOut(void) : "Stop the active policing NPC from trying to knock out its target"
N/A2542 
N/A2543 // Outputs
N/A2544 output OnFirstWarning(void) : "Fires the first time a policing cop warns a target"
N/A2545 output OnSecondWarning(void) : "Fires the second time a policing cop warns a target"
N/A2546 output OnLastWarning(void) : "Fires when a policing cop warns a target for the last time"
N/A2547 output OnSupressingTarget(void) : "Fires when a policing cop starts to suppress (ie. beat) a target"
N/A2548 output OnKnockOut(void) : "Fires when a target has been knocked out"
N/A2549]
N/A2550 
N/A2551@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_rally.vmt") line(255 255 255, targetname, assaultpoint) = assault_rallypoint :
N/A2552 "(Assault) rally point"
N/A2553[
N/A2554 assaultpoint(target_destination)  : "Assault Point" : "" : "Location to move to as assault begins"
N/A2555 assaultdelay(float) : "Assault Delay" : 0 : "How long to wait after cue is given before assault begins."
N/A2556 rallysequence(string) : "Rally Sequence" : "" : "Override the NPC's wait activity by entering a sequence name."
N/A2557 priority(integer) : "Priority" : 1 : "Higher priority rally points get selected first."
N/A2558 
N/A2559 forcecrouch(choices) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it." =
N/A2560 [
N/A2561 0 : "No"
N/A2562 1 : "Yes"
N/A2563 ]
N/A2564 
N/A2565 urgent(choices) : "Urgent" : 0 : "If true, NPCs will consider movement to this rally point as Urgent Navigation." =
N/A2566 [
N/A2567 0 : "No"
N/A2568 1 : "Yes"
N/A2569 ]
N/A2570 
N/A2571 output OnArrival(void) : "Fires when the NPC reaches this rally point"
N/A2572]
N/A2573 
N/A2574@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/assault_point.vmt") line(255 255 255, targetname, nextassaultpoint) = assault_assaultpoint :
N/A2575 "(Assault) assault point"
N/A2576[
N/A2577 assaultgroup(string)  : "Assault Hint Group" : "" : "NPC's movements are constrained to this hint group once assault has begun"
N/A2578 nextassaultpoint(target_destination) : "Next assault point (optional)"
N/A2579 assaulttimeout(float) : "Assault time out" : "3.0" : "This point is cleared when no enemies are seen for this long (seconds)"
N/A2580 clearoncontact(choices) : "Clear on contact with enemies" : 0 : "If you come in contact with enemies while approaching the assault point, clear our assault point" =
N/A2581 [
N/A2582 0 : "No"
N/A2583 1 : "Yes"
N/A2584 ]
N/A2585 allowdiversion(choices) : "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/A2586 [
N/A2587 0 : "No"
N/A2588 1 : "Yes"
N/A2589 ]
N/A2590 
N/A2591 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/A2592 
N/A2593 nevertimeout(choices) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point." =
N/A2594 [
N/A2595 0 : "No"
N/A2596 1 : "Yes"
N/A2597 ]
N/A2598 
N/A2599 strict(choices) : "Strict?" : 0 =
N/A2600 [
N/A2601 0 : "No, NPC may move from point to attack"
N/A2602 1 : "Yes, NPC may not move to attack"
N/A2603 ]
N/A2604 
N/A2605 spawnflags(Flags) =
N/A2606 [
N/A2607 1 : "Clear this point upon arrival, UNCONDITIONALLY" : 0
N/A2608 ]
N/A2609 
N/A2610 forcecrouch(choices) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it." =
N/A2611 [
N/A2612 0 : "No"
N/A2613 1 : "Yes"
N/A2614 ]
N/A2615 
N/A2616 urgent(choices) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation." =
N/A2617 [
N/A2618 0 : "No"
N/A2619 1 : "Yes"
N/A2620 ]
N/A2621 
N/A2622 assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =
N/A2623 [
N/A2624 36 : "Tight (3ft)"
N/A2625 72 : "Medium (6ft)"
N/A2626 120 : "Large (10ft)"
N/A2627 ]
N/A2628 
N/A2629 
N/A2630 // Inputs
N/A2631 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/A2632 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/A2633 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/A2634 
N/A2635 // Outputs
N/A2636 output OnArrival(void) : "Fires when the NPC reaches this assault point"
N/A2637 output OnAssaultClear(void) : "Fires when this assault point is cleared of enemies"
N/A2638]
N/A2639 
N/A2640@PointClass base(Targetname) = ai_goal_assault :
N/A2641 "AI Goal Assault"
N/A2642[
N/A2643 actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should perform this assault"
N/A2644 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/A2645 
N/A2646 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2647 [
N/A2648 0 : "Entity Name"
N/A2649 1 : "Classname"
N/A2650 ]
N/A2651 
N/A2652 StartActive(choices) : "Start Active" : 0 =
N/A2653 [
N/A2654 0 : "No"
N/A2655 1 : "Yes"
N/A2656 ]
N/A2657 
N/A2658 AssaultCue(choices) : "Assault Cue" : 1 =
N/A2659 [
N/A2660 1 : "Entity System Input"
N/A2661 2 : "Gunfire"
N/A2662 3 : "Don't wait for a cue."
N/A2663 ]
N/A2664 
N/A2665 RallySelectMethod(choices) : "Rally Point Selection Method" : 0 =
N/A2666 [
N/A2667 0 : "Priority, Distance (default)"
N/A2668 1 : "Random"
N/A2669 ]
N/A2670 
N/A2671 
N/A2672 // Inputs
N/A2673 input Activate( void ) : "Begin the assault behavior"
N/A2674 input Deactivate( void ) : "Cease the assault behavior"
N/A2675 input BeginAssault( void ) : "Begin assault phase"
N/A2676]
N/A2677 
N/A2678@BaseClass base(Targetname) = BaseActBusy
N/A2679[
N/A2680 actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC's that should act busy"
N/A2681 
N/A2682 StartActive(choices) : "Start Active" : 0 =
N/A2683 [
N/A2684 0 : "No"
N/A2685 1 : "Yes"
N/A2686 ]
N/A2687 
N/A2688 SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
N/A2689 [
N/A2690 0 : "Entity Name"
N/A2691 1 : "Classname"
N/A2692 ]
N/A2693 
N/A2694 busysearchrange(float) : "Search Range for Busy Hints" : 2048
N/A2695 visibleonly(choices) : "Visible Busy Hints Only" : 0 =
N/A2696 [
N/A2697 0 : "No"
N/A2698 1 : "Yes"
N/A2699 ]
N/A2700 
N/A2701 // Inputs
N/A2702 input Activate( void ) : "Begin acting busy"
N/A2703 input Deactivate( void ) : "Cease acting busy"
N/A2704 input SetBusySearchRange( float ) : "Update the busy search range for all actors."
N/A2705 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/A2706 input ForceThisNPCToActBusy( string ) : "Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)"
N/A2707 input ForceThisNPCToLeave( string ) : "Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish."
N/A2708 
N/A2709 // Outputs
N/A2710 output OnNPCStartedBusy(string) : "Fired when an NPC targeted by this goal starts an ActBusy animation."
N/A2711 output OnNPCFinishedBusy(string) : "Fired when an NPC targeted by this goal finishes an ActBusy."
N/A2712 output OnNPCLeft(string) : "Fired when an NPC target by this goal finishes a forced Leave."
N/A2713]
N/A2714 
N/A2715@PointClass base(BaseActBusy) = ai_goal_actbusy : "AI Goal Act Busy"
N/A2716[
N/A2717 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/A2718 
N/A2719 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/A2720 
N/A2721 sightmethod(choices) : "Sight Enemy Method" : 0 : "The method to use to determine whether the Sight enemy is visible." =
N/A2722 [
N/A2723 0 : "Default. LOS -and- Viewcone"
N/A2724 1 : "LOS Only. Disregard Viewcone"
N/A2725 ]
N/A2726 
N/A2727 
N/A2728 type(choices) : "Actbusy Type" : 0 =
N/A2729 [
N/A2730 0 : "Default (Standard)"
N/A2731 1 : "Combat"
N/A2732 ]
N/A2733 
N/A2734 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/A2735 
N/A2736 
N/A2737 allowteleport(choices) : "Allow actor to teleport?" : 0 =
N/A2738 [
N/A2739 0 : "No"
N/A2740 1 : "Yes (Only for Combat Actbusy)"
N/A2741 ]
N/A2742 
N/A2743 output OnNPCLostSeeEntity(void) : "Fired when the NPC loses sight of the see entity (if one is specified)."
N/A2744 output OnNPCSeeEnemy(void)  : "Fired when this NPC leaves his actbusy because of sighting an enemy."
N/A2745]
N/A2746 
N/A2747@PointClass base(BaseActBusy) = ai_goal_actbusy_queue : "AI Goal Act Busy Queue"
N/A2748[
N/A2749 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/A2750 node01(target_destination) : "Node 1" : "" : "The name of the first actbusy hint node in the queue."
N/A2751 node02(target_destination) : "Node 2" : "" : "The name of the second actbusy hint node in the queue."
N/A2752 node03(target_destination) : "Node 3" : "" : "The name of the third actbusy hint node in the queue."
N/A2753 node04(target_destination) : "Node 4" : "" : "The name of the fourth actbusy hint node in the queue."
N/A2754 node05(target_destination) : "Node 5" : "" : "The name of the fifth actbusy hint node in the queue."
N/A2755 node06(target_destination) : "Node 6" : "" : "The name of the sixth actbusy hint node in the queue."
N/A2756 node07(target_destination) : "Node 7" : "" : "The name of the seventh actbusy hint node in the queue."
N/A2757 node08(target_destination) : "Node 8" : "" : "The name of the eighth actbusy hint node in the queue."
N/A2758 node09(target_destination) : "Node 9" : "" : "The name of the ninth actbusy hint node in the queue."
N/A2759 node10(target_destination) : "Node 10" : "" : "The name of the tenth actbusy hint node in the queue."
N/A2760 node11(target_destination) : "Node 11" : "" : "The name of the eleventh actbusy hint node in the queue."
N/A2761 node12(target_destination) : "Node 12" : "" : "The name of the twelfth actbusy hint node in the queue."
N/A2762 node13(target_destination) : "Node 13" : "" : "The name of the thirteenth actbusy hint node in the queue."
N/A2763 node14(target_destination) : "Node 14" : "" : "The name of the fourteenth actbusy hint node in the queue."
N/A2764 node15(target_destination) : "Node 15" : "" : "The name of the fifteenth actbusy hint node in the queue."
N/A2765 node16(target_destination) : "Node 16" : "" : "The name of the sixteenth actbusy hint node in the queue."
N/A2766 node17(target_destination) : "Node 17" : "" : "The name of the seventeenth actbusy hint node in the queue."
N/A2767 node18(target_destination) : "Node 18" : "" : "The name of the eighteenth actbusy hint node in the queue."
N/A2768 node19(target_destination) : "Node 19" : "" : "The name of the nineteenth actbusy hint node in the queue."
N/A2769 node20(target_destination) : "Node 20" : "" : "The name of the twentieth actbusy hint node in the queue."
N/A2770 
N/A2771 mustreachfront(choices) : "Must Reach Front" : 0 : "If true, NPCs much reach the front node in the queue before they're allowed to leave the queue." =
N/A2772 [
N/A2773 0 : "No"
N/A2774 1 : "Yes"
N/A2775 ]
N/A2776 
N/A2777 // Inputs
N/A2778 input PlayerStartedBlocking(float) : "Tell the queue manager that the player has started blocking a spot in the queue."
N/A2779 input PlayerStoppedBlocking(float) : "Tell the queue manager that the player has stopped blocking a spot in the queue."
N/A2780 input MoveQueueUp(void) : "Force the queue to move up, sending the front-most NPC out of the queue."
N/A2781 
N/A2782 // Outputs
N/A2783 output OnQueueMoved(float) : "Fired when the queue moves. Outputs the number of NPCs left in the queue."
N/A2784 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/A2785 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/A2786]
N/A2787 
N/A2788@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = ai_changetarget : "Change Target"
N/A2789[
N/A2790 target(target_destination) : "Target entity" : : "Name of entity whose target will be changed."
N/A2791 m_iszNewTarget(string) : "New Target"
N/A2792 
N/A2793 // Inputs
N/A2794 input Kill( void ) : "Removes this entity from the world"
N/A2795 input Activate( void ) : "Changes the entities target"
N/A2796]
N/A2797 
N/A2798@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/A2799[
N/A2800 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/A2801 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/A2802 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/A2803]
N/A2804@PointClass base(Targetname) sphere(Radius) size(-8 -8 -8, 8 8 8) = ai_changehintgroup : "Change Hint Group"
N/A2805[
N/A2806 SearchType(choices) : "Search Type" : 0 : "How to search for the entities to change." =
N/A2807 [
N/A2808 0 : "Entity Name"
N/A2809 1 : "Classname"
N/A2810 2 : "Old Hint Group"
N/A2811 ]
N/A2812 SearchName(string) : "Name to search for"
N/A2813 NewHintGroup(string) : "New Hint Group"
N/A2814 Radius(string) : "Search Radius" : "0.0" : "Radius to search (0 for all of map)"
N/A2815 hintlimiting(choices) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, does not limit local navigation." =
N/A2816 [
N/A2817 0 : "No"
N/A2818 1 : "Yes"
N/A2819 ]
N/A2820 
N/A2821 input Kill( void ) : "Removes this entity from the world"
N/A2822 input Activate( void ) : "Change the Hint Group"
N/A2823]
N/A2824 
N/A2825 
N/A2826 
N/A2827@PointClass base(Targetname) = ai_script_conditions : "AI Script Conditions"
N/A2828[
N/A2829 Actor(target_destination) : "Actor" : : "NPC Target"
N/A2830 
N/A2831 StartDisabled(choices) : "Start Disabled" : 1 =
N/A2832 [
N/A2833 0 : "No"
N/A2834 1 : "Yes"
N/A2835 ]
N/A2836 
N/A2837 MinimumState(choices) : "Minimum state" : 1 =
N/A2838 [
N/A2839 1 : "Idle"
N/A2840 2 : "Alert"
N/A2841 3 : "Combat"
N/A2842 ]
N/A2843 
N/A2844 MaximumState(choices) : "Maximum state" : 3 =
N/A2845 [
N/A2846 1 : "Idle"
N/A2847 2 : "Alert"
N/A2848 3 : "Combat"
N/A2849 ]
N/A2850 
N/A2851 ScriptStatus(choices) : "Actor is running a script?" : 2 =
N/A2852 [
N/A2853 0 : "No"
N/A2854 1 : "Yes"
N/A2855 2 : "Don't care"
N/A2856 ]
N/A2857 
N/A2858 RequiredTime(float) : "Required Time"  : 0 : "Duration of time that all the conditions must be true"
N/A2859 MinTimeout(float) : "Minimum time out"  : 0 : "Minimum time before OnConditionsTimeout is fired. 0 = never expire."
N/A2860 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/A2861 
N/A2862 ActorSeePlayer(choices) : "Actor Sees Player" : 2 =
N/A2863 [
N/A2864 0 : "No"
N/A2865 1 : "Yes"
N/A2866 2 : "Don't care"
N/A2867 ]
N/A2868 
N/A2869 PlayerActorProximity(float) : "Player distance"  : 0 : "The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore."
N/A2870 PlayerActorFOV(float) : "Player FOV for Actor " : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
N/A2871 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/A2872 [
N/A2873 0 : "No - Tall pie slice"
N/A2874 1 : "Yes - True view cone"
N/A2875 ]
N/A2876 
N/A2877 PlayerActorLOS(choices) : "Player has LOS to Actor" : 2 : "Checks that the player has clear Line of Sight to the Actor" =
N/A2878 [
N/A2879 0 : "No"
N/A2880 1 : "Yes"
N/A2881 2 : "Don't care"
N/A2882 ]
N/A2883 
N/A2884 
N/A2885 target(target_destination) : "Target (Optional)" : : "Optional entity to include in conditions"
N/A2886 ActorSeeTarget(choices)  : "Actor Sees Target" : 2 =
N/A2887 [
N/A2888 0 : "No"
N/A2889 1 : "Yes"
N/A2890 2 : "Don't care"
N/A2891 ]
N/A2892 
N/A2893 ActorTargetProximity(float) : "Target distance"  : 0 : "The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore."
N/A2894 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/A2895 PlayerTargetFOV(float) : "Player FOV for Target" : 360 : "Specify angle of view cone in degrees. Negative value = NOT"
N/A2896 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/A2897 [
N/A2898 0 : "No - Tall pie slice"
N/A2899 1 : "Yes - True view cone"
N/A2900 ]
N/A2901 
N/A2902 PlayerTargetLOS(choices) : "Player has LOS to Target" : 2 : "Checks that the player has clear Line of Sight to the Target" =
N/A2903 [
N/A2904 0 : "No"
N/A2905 1 : "Yes"
N/A2906 2 : "Don't care"
N/A2907 ]
N/A2908 
N/A2909 PlayerBlockingActor(choices) : "Player blocking Actor" : 2 : "Checks that the player is blocking the Actor's path" =
N/A2910 [
N/A2911 0 : "No"
N/A2912 1 : "Yes"
N/A2913 2 : "Don't care"
N/A2914 ]
N/A2915 
N/A2916 ActorInPVS(choices)  : "Actor in Player's PVS" : 2 : "Checks that the actor is in the player's PVS" =
N/A2917 [
N/A2918 0 : "No"
N/A2919 1 : "Yes"
N/A2920 2 : "Don't care"
N/A2921 ]
N/A2922 
N/A2923 ActorInVehicle(choices)  : "Actor in a vehicle" : 2 : "Checks the actor's state in a vehicle" =
N/A2924 [
N/A2925 0 : "No"
N/A2926 1 : "Yes"
N/A2927 2 : "Don't care"
N/A2928 ]
N/A2929 
N/A2930 PlayerInVehicle(choices)  : "Player in a vehicle" : 2 : "Checks the player's state in a vehicle" =
N/A2931 [
N/A2932 0 : "No"
N/A2933 1 : "Yes"
N/A2934 2 : "Don't care"
N/A2935 ]
N/A2936 
N/A2937 spawnflags(Flags) =
N/A2938 [
N/A2939 1 : "Fire outputs with the Actor as Activator"  : 0
N/A2940 ]
N/A2941 
N/A2942 // Inputs
N/A2943 input Enable(void) : "Enable this entity"
N/A2944 input Disable(void) : "Disable this entity"
N/A2945 
N/A2946 // Outputs
N/A2947 output OnConditionsSatisfied(void) : "Fires when AI conditions satisfied"
N/A2948 output OnConditionsTimeout(void)  : "Fires when AI conditions timed out"
N/A2949 output NoValidActor(void) : "Fires if/when there are no matching actors in the map."
N/A2950]
N/A2951 
N/A2952@PointClass base(BaseScripted, Angles, DXLevelChoice) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence :
N/A2953 "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/A2954 "be told to play the script wherever they currently are. "+
N/A2955 "Multiple scripted sequences of the same name will frame-synchronize in the action animation once all the actors have moved to position. "+
N/A2956 "This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows:\n\n"+
N/A2957 "1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2.\n"+
N/A2958 "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/A2959 "3) Fire the OnBeginSequence output.\n"+
N/A2960 "4) Play the action animation. If no action animation is specified, skip to step 5.\n"+
N/A2961 "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/A2962 "6) Fire the OnEndSequence output.\n"+
N/A2963 "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/A2964 "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/A2965 "If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag."
N/A2966[
N/A2967 spawnflags(Flags) =
N/A2968 [
N/A2969 4 : "Repeatable" : 0
N/A2970 8 : "Leave Corpse" : 0
N/A2971 16 : "Start on Spawn" : 0
N/A2972 32: "No Interruptions" : 0
N/A2973 64: "Override AI" : 0
N/A2974 128: "Don't Teleport NPC On End" : 0
N/A2975 256: "Loop in Post Idle" : 0
N/A2976 512: "Priority Script" : 0
N/A2977 4096: "Allow actor death" : 0
N/A2978 ]
N/A2979 
N/A2980 
N/A2981 onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
N/A2982 [
N/A2983 0 : "Do Nothing"
N/A2984 1 : "Cancel Script and return to AI"
N/A2985 ]
N/A2986]
N/A2987 
N/A2988 
N/A2989@PointClass base(Targetname) sphere(m_flRadius) color(255 0 255) iconsprite("editor/aiscripted_schedule") = aiscripted_schedule :
N/A2990 "Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as " +
N/A2991 "a scripted_sequence does"
N/A2992[
N/A2993 m_iszEntity(target_destination) : "Target NPC" : : "The name or classname of an NPC to use."
N/A2994 m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere."
N/A2995 
N/A2996 graball(choices)  : "All in radius" : 0: "Whether to grab all matching NPCs in the specified radius, instead of just one" =
N/A2997 [
N/A2998 0 : "No"
N/A2999 1 : "Yes"
N/A3000 ]
N/A3001 
N/A3002 spawnflags(Flags) =
N/A3003 [
N/A3004 4 : "Repeatable" : 1
N/A3005 1024 : "Search Cyclically" : 0
N/A3006 2048 : "Don't Complain" : 0
N/A3007 ]
N/A3008 
N/A3009 forcestate(choices) : "AI state to set" : 0 =
N/A3010 [
N/A3011 0 : "<None>"
N/A3012 1 : "Set state to IDLE"
N/A3013 2 : "Set state to ALERT"
N/A3014 3 : "Set state to COMBAT"
N/A3015 ]
N/A3016 
N/A3017 schedule(choices) : "Schedule to run" : 1 =
N/A3018 [
N/A3019 0 : "<None>"
N/A3020 1 : "Walk to Goal Entity"
N/A3021 2 : "Run to Goal Entity"
N/A3022 3 : "Set enemy to Goal Entity"
N/A3023 4 : "Walk Goal Path"
N/A3024 5 : "Run Goal Path"
N/A3025 6 : "Set enemy to Goal Entity AND Run to Goal Entity"
N/A3026 ]
N/A3027 
N/A3028 interruptability(choices) : "Interruptability" : 0 =
N/A3029 [
N/A3030 0 : "General"
N/A3031 1 : "Damage or Death"
N/A3032 2 : "Death"
N/A3033 ]
N/A3034 
N/A3035 goalent(target_destination) : "Goal entity" : : "Provides the name of a schedule-specific goal entity (see 'Schedule to run')"
N/A3036 
N/A3037 // Inputs
N/A3038 input StartSchedule(void) : "Starts the scripted schedule. This will first locate an NPC that " +
N/A3039 "matches the given target, then tell the NPC to run the specified schedule."
N/A3040]
N/A3041 
N/A3042@PointClass base(Targetname) = ai_citizen_response_system :
N/A3043 "If placed in the level, will manage citizens responses to player's actions."
N/A3044[
N/A3045 // Inputs
N/A3046 input ResponseVitalNPC(void) : "Fire the VitalNPC Died response."
N/A3047]
N/A3048 
N/A3049//-------------------------------------------------------------------------
N/A3050//
N/A3051// Solid Entities
N/A3052//
N/A3053//-------------------------------------------------------------------------
N/A3054 
N/A3055@SolidClass base(EnableDisable, Parentname, Origin, Global) = func_healthcharger: "Wall health recharger"
N/A3056[
N/A3057 // dmdelay(integer) : "Deathmatch recharge delay" : 0
N/A3058 _minlight(string) : "Minimum light level"
N/A3059 
N/A3060 // Outputs
N/A3061 output OutRemainingHealth(float) : "Remaining Health."
N/A3062 output OnPlayerUse(void) : "Fired when the player +USEs the charger."
N/A3063]
N/A3064 
N/A3065@SolidClass base(Targetname, Parentname, Origin) = func_recharge: "Battery recharger"
N/A3066[
N/A3067 // dmdelay(integer) : "Deathmatch recharge delay" : 0
N/A3068 _minlight(string) : "Minimum light level"
N/A3069 
N/A3070 spawnflags(flags) =
N/A3071 [
N/A3072 8192  : "Citadel recharger" : 0
N/A3073 ]
N/A3074 
N/A3075 // Inputs
N/A3076 input Recharge(void) : "Recharge to full"
N/A3077 input SetCharge(void) : "This sets the remaining charge in the charger to whatever value you specify"
N/A3078 
N/A3079 // Outputs
N/A3080 output OutRemainingCharge(float) : "Remaining Charge."
N/A3081 output OnHalfEmpty(void) : "Half-Empty"
N/A3082 output OnEmpty(void) : "Empty"
N/A3083 output OnFull(void) : "Recharged to full."
N/A3084 output OnPlayerUse(void) : "Fired when the player +USEs the charger."
N/A3085]
N/A3086 
N/A3087@SolidClass base(Parentname, Targetname, Global) = func_vehicleclip: "Vehicle Clip"
N/A3088[
N/A3089 input Kill( void ) : "Removes this entity from the world"
N/A3090 input Enable( void ) : "Enable collisions with vehicles"
N/A3091 input Disable( void ) : "Disable collisions with vehicles"
N/A3092]
N/A3093 
N/A3094@SolidClass base(func_movelinear) = func_lookdoor : "A door that moves either when looked by a targeted object or when " +
N/A3095 "a target object comes near the door. Behavior can be either based on viewing direction or proximity " +
N/A3096 "alone, or on a combination of both. If inverted the doors behavior will be the opposite."
N/A3097[
N/A3098 spawnflags(flags) =
N/A3099 [
N/A3100 8192  : "LookDoor Threshold" : 0
N/A3101 16384 : "LookDoor Invert" : 0
N/A3102 32768 : "LookDoor From Open" : 0
N/A3103 ]
N/A3104 
N/A3105 ProximityDistance(string) : "Proximity Distance" : "0.0"  : "If non-zero, proximity range over which door will move"
N/A3106 ProximityOffset(string) : "Proximity Offset" : "0.0" : "Offset from the target object"
N/A3107 FieldOfView(string) : "FieldOfView" : "0.0"  : "If non-zero, field of view over which door will move"
N/A3108 
N/A3109 // Input
N/A3110 input InvertOn(void) : "InvertOn - when set behavior of door is inverted."
N/A3111 input InvertOff(void) : "InvertOff - when set behavior of door is normal."
N/A3112]
N/A3113 
N/A3114@SolidClass base(Trigger) = trigger_waterydeath:
N/A3115 "A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+
N/A3116 "Used to prevent players entering deep water."
N/A3117[
N/A3118]
N/A3119 
N/A3120//-------------------------------------------------------------------------
N/A3121//
N/A3122// Point Entities
N/A3123//
N/A3124//-------------------------------------------------------------------------
N/A3125 
N/A3126@PointClass base(EnvGlobal) size(-8 -8 -8, 8 8 8) = env_global :
N/A3127 "An entity to control a game-specific global states."
N/A3128[
N/A3129 globalstate(choices) : "Global State to Set" =
N/A3130 [
N/A3131 "gordon_precriminal" : "Gordon pre-criminal"
N/A3132 "antlion_allied" : "Antlions are player allies"
N/A3133// "player_stealth" : "Player in APC is disguised as combine"
N/A3134 "suit_no_sprint" : "Suit sprint function not yet enabled"
N/A3135 "super_phys_gun" : "Super phys gun is enabled"
N/A3136 "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)"
N/A3137// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)"
N/A3138 "gordon_invulnerable" : "Gordon is invulnerable"
N/A3139 "no_seagulls_on_jeep" : "Don't spawn seagulls on the jeep"
N/A3140 "ep2_alyx_injured" : "Episode 2: Alyx injured"
N/A3141 "ep_alyx_darknessmode" : "Episodic: Alyx darkness mode"
N/A3142 "hunters_to_run_over" : "Ep2 Counter: Hunters to run over before they dodge"
N/A3143 ]
N/A3144]
N/A3145 
N/A3146//-------------------------------------------------------------------------
N/A3147//
N/A3148// Tanks
N/A3149//
N/A3150//-------------------------------------------------------------------------
N/A3151@BaseClass base(Targetname, Parentname, Origin, Angles, RenderFields, Global, Shadow) = BaseTank
N/A3152[
N/A3153 spawnflags(flags) =
N/A3154 [
N/A3155 1 : "Active" : 0
N/A3156 16: "Only Direct" : 0
N/A3157 32: "Controllable" : 0
N/A3158 64: "Damage Kick" : 0
N/A3159 1024: "NPC Controllable" : 0
N/A3160 2048: "NPC Set Controller" : 0
N/A3161 4096: "Allow friendlies to hit player" : 0
N/A3162 32768: "Non-solid." : 0
N/A3163 131072: "Perfect accuracy every 3rd shot at player" : 0
N/A3164 ]
N/A3165 
N/A3166 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/A3167 
N/A3168 // Mainly for use with 1009 team settings (game_team_master)
N/A3169 master(string) : "(Team) Master"
N/A3170 
N/A3171 yawrate(string) : "Yaw rate" : "30"
N/A3172 yawrange(string) : "Yaw range" : "180"
N/A3173 yawtolerance(string) : "Yaw tolerance" : "15"
N/A3174 pitchrate(string) : "Pitch rate" : "0"
N/A3175 pitchrange(string) : "Pitch range" : "0"
N/A3176 pitchtolerance(string) : "Pitch tolerance" : "5"
N/A3177 barrel(string) : "Barrel Length" : "0"
N/A3178 barrely(string) : "Barrel Horizontal" : "0"
N/A3179 barrelz(string) : "Barrel Vertical" : "0"
N/A3180 spritesmoke(sprite) : "Smoke Sprite" : ""
N/A3181 spriteflash(sprite) : "Flash Sprite" : ""
N/A3182 spritescale(string) : "Sprite scale" : "1"
N/A3183 rotatestartsound(sound) : "Rotate Start Sound" : ""
N/A3184 rotatesound(sound) : "Rotate Loop Sound" : ""
N/A3185 rotatestopsound(sound) : "Rotate Stop Sound" : ""
N/A3186 firerate(string) : "Rate of Fire" : "1"
N/A3187 bullet_damage(string) : "Damage Per Bullet" : "0" : "If set to 0, it'll use the base weapon bullet's damage."
N/A3188 bullet_damage_vs_player(string) : "Damage Per Bullet Vs Player" : "0" : "If set to 0, it'll use the Damage Per Bullet value."
N/A3189 persistence(string) : "Firing persistence" : "1" : "(Seconds) How long to keep firing at last known position after lose sight of target"
N/A3190 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/A3191 firespread(choices) : "Bullet accuracy" : 0 =
N/A3192 [
N/A3193 0: "Perfect Shot"
N/A3194 1: "Small cone"
N/A3195 2: "Medium cone"
N/A3196 3: "Large cone"
N/A3197 4: "Extra-large cone"
N/A3198 ]
N/A3199 minRange(string) : "Minmum target range" : "0"
N/A3200 maxRange(string) : "Maximum target range" : "0"
N/A3201 _minlight(string) : "Minimum light level"
N/A3202 
N/A3203 gun_base_attach(string) : "Gun Base Attachment" : "" : "If Parent is specified, this is the attachment point on the parent to aim from."
N/A3204 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/A3205 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/A3206 gun_yaw_pose_center(float) : "Gun Yaw Pose Center" : "0" : "The center yaw pose parameter of the gun on the parent"
N/A3207 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/A3208 gun_pitch_pose_center(float) : "Gun Pitch Pose Center" : "0" : "The center pitch pose parameter of the gun on the parent"
N/A3209 
N/A3210 ammo_count(integer) : "Ammunition Count" : -1 : "Only applies to player use. -1 = unlimited ammo."
N/A3211 
N/A3212 LeadTarget(choices) : "Lead Target" : "No" =
N/A3213 [
N/A3214 0 : "No"
N/A3215 1 : "Yes"
N/A3216 ]
N/A3217 
N/A3218 npc_man_point(target_destination) : "NPC Man Point" : "" : "Point where NPC must stand to man this func_tank."
N/A3219 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/A3220 ignoregraceupto(float) : "Ignore Grace Upto" : "768" : "The player grace period is ignored if the player's under this distance from the func_tank."
N/A3221 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/A3222 
N/A3223 effecthandling(choices) : "Effect Handling" : 0 =
N/A3224 [
N/A3225 0 : "Use Individual Settings."
N/A3226 1 : "AR2"
N/A3227 2 : "Combine Cannon"
N/A3228 ]
N/A3229 
N/A3230 // Inputs
N/A3231 input Activate(void) : "Turn the tank on"
N/A3232 input Deactivate(void) : "Turn the tank off (go dormant)"
N/A3233 input SetFireRate(string) : "How fast to fire (0 = don't fire)"
N/A3234 input SetDamage(string) : "Set the Damage Per Bullet"
N/A3235 input SetTargetPosition(string) : "World position that I should aim at"
N/A3236 input SetTargetDir(vector) : "Direction to aim at."
N/A3237 input SetTargetEntityName(string) : "Name of entity I should follow/attack"
N/A3238 input SetTargetEntity(string) : "Entity I should follow/attack (output from other entity only)"
N/A3239 input ClearTargetEntity(void) : "Clear the entity I should be attacking."
N/A3240 input FindNPCToManTank(string) : "Find a nearby NPC to man this func_tank."
N/A3241 input StartFindingNPCs(void) : "Start searching for NPCs to man this func_tank."
N/A3242 input StopFindingNPCs(void) : "Stop searching for NPCs to man this func_tank."
N/A3243 input ForceNPCOff(void) : "Force the NPC manning this func_tank (if any) to leave."
N/A3244 input SetMaxRange(float) : "Set the max range of the func_tank."
N/A3245 
N/A3246 // Outputs
N/A3247 output OnFire(void) : "Fires when the tank fires its bullets"
N/A3248 output OnAquireTarget(void) : "Fires when target is newly in range and can be shot"
N/A3249 output OnLoseTarget(void) : "Fires when when target goes out of range"
N/A3250 output OnAmmoDepleted(void) : "Fires when tank runs out of ammo"
N/A3251 output OnGotController(void) : "Fires when an NPC starts to control this tank. Players do NOT fire this input."
N/A3252 output OnLostController(void) : "Fires when the NPC controller of the tank stops controlling it. Players do NOT fire this input."
N/A3253 output OnGotPlayerController(void) : "Fires when a Player starts to control this tank. NPCs do NOT fire this input."
N/A3254 output OnLostPlayerController(void) : "Fires when the Player controller of the tank stops controlling it. NPCs do NOT fire this input."
N/A3255 output OnReadyToFire(void) : "Fires once when the tank is done waiting to fire between rounds"
N/A3256]
N/A3257 
N/A3258 
N/A3259// dvs: FIXME: put this back once we have an episodic FGD
N/A3260//@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
N/A3261//[
N/A3262// bullet(choices) : "Bullets" : 0 =
N/A3263// [
N/A3264// 0: "None"
N/A3265// 1: "Pistol"
N/A3266// 2: "SMG1"
N/A3267// 3: "AR2"
N/A3268// 4: "Laser"
N/A3269// ]
N/A3270//
N/A3271// spawnflags(flags) =
N/A3272// [
N/A3273// 8192: "Ignore range when making viewcone checks" : 0
N/A3274// 256 : "Aiming Assistance (Player Only)" : 0
N/A3275// ]
N/A3276//]
N/A3277 
N/A3278 
N/A3279// dvs: FIXME: move into an episodic FGD
N/A3280@SolidClass base(BaseTank) = func_tank : "Brush Gun Turret"
N/A3281[
N/A3282 ammotype(choices) : "Ammo type" : "" =
N/A3283 [
N/A3284 "" : "None"
N/A3285 "Pistol" : "Pistol"
N/A3286 "SMG1" : "SMG1"
N/A3287 "AR2" : "AR2"
N/A3288 "CombineHeavyCannon" : "Combine Heavy Cannon"
N/A3289 ]
N/A3290 
N/A3291 spawnflags(flags) =
N/A3292 [
N/A3293 8192: "Ignore range when making viewcone checks" : 0
N/A3294 256 : "Aiming Assistance (Player Only)" : 0
N/A3295 ]
N/A3296]
N/A3297 
N/A3298 
N/A3299@SolidClass base(BaseTank) = func_tankpulselaser : "Brush Pulse Laser"
N/A3300[
N/A3301 PulseSpeed(float) : "Pulse Speed" : 1000 : "How fast does pulse travel"
N/A3302 PulseColor(color255) : "Pulse Color" : "255 0 0" : "Color of the pulse"
N/A3303 PulseWidth(float) : "Pulse Width" : "20" : "Width of the pulse"
N/A3304 PulseLife(float) : "Pulse Life" : 2 : "(Seconds) How long the pulse lasts"
N/A3305 PulseLag(float) : "Pulse Lag" : "0.05" : "(Seconds) How far behind is pulse tail"
N/A3306 PulseFireSound(sound)  : "Pulse Fire Sound" : "" : "Sound played when pulse fires"
N/A3307]
N/A3308 
N/A3309 
N/A3310@SolidClass base(BaseTank) = func_tanklaser : "Brush Laser Turret"
N/A3311[
N/A3312 laserentity(target_destination) : "env_laser Entity"
N/A3313]
N/A3314 
N/A3315 
N/A3316@SolidClass base(BaseTank) = func_tankrocket : "Brush Rocket Turret"
N/A3317[
N/A3318 rocketspeed(float) : "Projectile speed" : 800 : "Speed the rocket will travel at."
N/A3319]
N/A3320 
N/A3321@SolidClass base(BaseTank) = func_tankairboatgun : "Airboat Gun Turret"
N/A3322[
N/A3323 airboat_gun_model(target_destination) : "Name of a prop_dynamic which is the airboat gun model"
N/A3324]
N/A3325 
N/A3326@SolidClass base(BaseTank) = func_tankapcrocket : "APC Rocket Turret"
N/A3327[
N/A3328 rocketspeed(float) : "Projectile speed" : 800 : "Speed the rocket will travel at."
N/A3329 burstcount(integer) : "Burst shot count" : 10 : "Number of missiles to shoot in a burst"
N/A3330 
N/A3331 input DeathVolley(void) : "Fire a burst of rockets cause we're dying."
N/A3332]
N/A3333 
N/A3334 
N/A3335@SolidClass base(BaseTank) = func_tankmortar : "Brush Mortar Turret"
N/A3336[
N/A3337 iMagnitude(Integer) : "Explosion Magnitude" : 100
N/A3338 firedelay(string) : "Shell travel time" : 2 : "How long after the turret fires before the shell impacts"
N/A3339 firestartsound(sound) : "Firing start sound" : "" : "Sound of the mortar firing"
N/A3340 fireendsound(sound) : "Firing end sound" : ""
N/A3341 incomingsound(sound) : "Incoming Shell Sound" : "" : "Sound of the shell falling on the target"
N/A3342 warningtime(float) : "Incoming warning time" : "1" : "How long before the shell impacts to play the warning sound"
N/A3343 firevariance(float) : "Fire time variance" : "0" : "How much variability to add to fire rate (time +-)"
N/A3344 
N/A3345 input FireAtWill(void) : "Allow tank to fire next shot as soon as ready."
N/A3346]
N/A3347 
N/A3348@SolidClass base(BaseTank) = func_tankphyscannister : "PhysCannister Turret"
N/A3349[
N/A3350 barrel_volume(target_destination) : "Barrel Volume" : "" : "Name of a trigger the specifies the volume in which cannisters must be placed."
N/A3351]
N/A3352 
N/A3353@SolidClass base(BaseTank) = func_tank_combine_cannon : "Combine sentry cannon"
N/A3354[
N/A3355 ammotype(choices) : "Ammo type" : "" =
N/A3356 [
N/A3357 "" : "None"
N/A3358 "Pistol" : "Pistol"
N/A3359 "SMG1" : "SMG1"
N/A3360 "AR2" : "AR2"
N/A3361 "CombineHeavyCannon" : "Combine Heavy Cannon"
N/A3362 ]
N/A3363 
N/A3364 input DisableHarrass(void) : "Disable the cannon tracking an unseen player"
N/A3365 input EnableHarrass(void) : "Allow the cannon to track and pester a player who is hiding (DEFAULT)"
N/A3366 
N/A3367 output OnShotAtPlayer(void) : "Fired everytime the cannon shoots at the player"
N/A3368]
N/A3369 
N/A3370 
N/A3371//-------------------------------------------------------------------------
N/A3372//
N/A3373// Items
N/A3374//
N/A3375//-------------------------------------------------------------------------
N/A3376@BaseClass color(0 0 200) base(Targetname, Angles, Shadow) sphere(fademindist) sphere(fademaxdist) = Item
N/A3377[
N/A3378 output OnPlayerTouch(void) : "Fires when the player touches this object"
N/A3379 
N/A3380 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/A3381 
N/A3382 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/A3383 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/A3384 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/A3385 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A3386 
N/A3387 spawnflags(Flags) =
N/A3388 [
N/A3389 1 : "Start Constrained" : 0
N/A3390 ]
N/A3391]
N/A3392 
N/A3393@PointClass base(Item) studio("models/items/healthkit.mdl") = item_dynamic_resupply : "A dynamic item. When the player enters the PVS of this entity, " +
N/A3394 "it will determine the item most needed by the player, spawn one of those items, and remove itself. To determine which item the player most needs, it " +
N/A3395 "calculates which of the Desired Health/Armor/Ammo ratios the player is farthest from.\n\nIf the player is above all the desired levels, then no item " +
N/A3396 "will be spawned, unless this item_dynamic_resupply was created by an item_item_crate. In that case, a random piece of ammo used by a weapon, that " +
N/A3397 "the player has, will be spawned. If the 'Fallback to Health Vial' spawnflag is set, a health vial will be spawned instead of the ammo.\n\nBy default, " +
N/A3398 "the item_dynamic_resupply uses the values inside the Master resupply, instead of using it's own values. This makes it easy to tweak the desired " +
N/A3399 "loadout of many resupplies. The BecomeMaster input allows you to switch Masters dynamically as the level progresses."
N/A3400[
N/A3401 spawnflags(Flags) =
N/A3402 [
N/A3403 1 : "Use Master's values" : 1
N/A3404 2 : "Is Master" : 0
N/A3405 8 : "Fallback to Health Vial" : 0
N/A3406 16 : "Alternate master" : 0
N/A3407 ]
N/A3408 
N/A3409 DesiredHealth(float) : "Desired Health Ratio" : "1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max health."
N/A3410 DesiredArmor(float) : "Desired Armor Ratio" : "0.3" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max armor."
N/A3411 DesiredAmmoPistol(float) : "Desired Pistol Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3412 DesiredAmmoSMG1(float) : "Desired SMG1 Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3413 DesiredAmmoSMG1_Grenade(float) : "Desired SMG1 Grenade Ammo Ratio" : "0.1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3414 DesiredAmmoAR2(float) : "Desired AR2 Ammo Ratio" : "0.4" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3415 DesiredAmmoBuckshot(float) : "Desired Shotgun Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3416 DesiredAmmoRPG_Round(float) : "Desired RPG Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3417 DesiredAmmoGrenade(float) : "Desired Grenade Ammo Ratio" : "0.1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3418 DesiredAmmo357(float) : "Desired 357 Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3419 DesiredAmmoCrossbow(float) : "Desired Crossbow Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3420 DesiredAmmoAR2_AltFire(float) : "Desired AR2 Alt-fire Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of his max ammo carrying capacity."
N/A3421 
N/A3422 // Inputs
N/A3423 input CalculateType(void) : "Force the dynamic resupply to calculate which item it should spawn."
N/A3424 input BecomeMaster(void) : "Make this resupply the master resupply. All other resupplies set to Use Master's Values will now use this resupply's values."
N/A3425]
N/A3426 
N/A3427@PointClass base(Item) studio("models/items/boxsrounds.mdl")= item_ammo_pistol : "Box of Pistol ammo" []
N/A3428@PointClass base(Item) studio("models/items/largeBoxSRounds.mdl")= item_ammo_pistol_large : "Large Box of Pistol ammo" []
N/A3429@PointClass base(Item) studio("models/items/BoxMRounds.mdl")= item_ammo_smg1 : "Box of SMG1 ammo" []
N/A3430@PointClass base(Item) studio("models/items/LargeBoxMRounds.mdl")= item_ammo_smg1_large : "Large Box of SMG1 ammo" []
N/A3431@PointClass base(Item) studio("models/items/BoxBRounds.mdl")= item_ammo_ar2 : "Box of AR2 ammo" []
N/A3432@PointClass base(Item) studio("models/items/LargeBoxBRounds.mdl")= item_ammo_ar2_large : "Large Box of AR2 ammo" []
N/A3433@PointClass base(Item) studio("models/items/357ammo.mdl")= item_ammo_357 : "Box of 357 ammo" []
N/A3434@PointClass base(Item) studio("models/items/357ammobox.mdl")= item_ammo_357_large : "Large Box of 357 ammo" []
N/A3435@PointClass base(Item) studio("models/items/CrossbowRounds.mdl")= item_ammo_crossbow : "Box of Crossbow ammo" []
N/A3436@PointClass base(Item) studio("models/items/BoxBuckshot.mdl")= item_box_buckshot : "Box Buckshot" []
N/A3437@PointClass base(Item) studio("models/weapons/w_missile_closed.mdl")= item_rpg_round : "RPG Round" []
N/A3438@PointClass base(Item) studio("models/items/AR2_Grenade.mdl")= item_ammo_smg1_grenade : "SMG1 Grenade" []
N/A3439@PointClass base(Item) studio("models/items/battery.mdl") = item_battery : "HEV battery" []
N/A3440@PointClass base(Item) studio("models/items/healthkit.mdl") = item_healthkit : "Small Health Kit" []
N/A3441@PointClass base(Item) studio("models/healthvial.mdl") = item_healthvial : "Personal Health Kit" []
N/A3442@PointClass base(Item) studio("models/items/combine_rifle_ammo01.mdl") = item_ammo_ar2_altfire : "AR2 Alt-fire Round" []
N/A3443@PointClass base(Item) studio("models/items/hevsuit.mdl") = item_suit : "HEV Suit"
N/A3444[
N/A3445 spawnflags(Flags) =
N/A3446 [
N/A3447 1 : "Short Logon" : 0
N/A3448 ]
N/A3449]
N/A3450 
N/A3451@PointClass base(Targetname, Angles, BaseFadeProp) studio("models/items/ammocrate_rockets.mdl") = item_ammo_crate : "Ammo Crate"
N/A3452[
N/A3453 AmmoType(choices) : "Ammo Type" : 0 =
N/A3454 [
N/A3455 0 : "Pistol"
N/A3456 1 : "SMG1"
N/A3457 2 : "AR2"
N/A3458 3 : "RPG Rounds"
N/A3459 4 : "Buckshot"
N/A3460 5 : "Grenades"
N/A3461 6 : "357"
N/A3462 7 : "XBowBolt"
N/A3463 8 : "AR2 Alt-Fire Round"
N/A3464 9 : "SMG Alt-Fire grenade"
N/A3465 ]
N/A3466 
N/A3467 // Inputs
N/A3468 input Kill(void) : "Remove the ammo crate"
N/A3469 output OnUsed(void) : "Fires when +used by the player."
N/A3470]
N/A3471 
N/A3472@PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studio("models/items/item_item_crate.mdl") = item_item_crate : "Item Crate"
N/A3473[
N/A3474 CrateType(choices) : "Crate Contains" : 0 =
N/A3475 [
N/A3476 0 : "Contains specified item"
N/A3477 ]
N/A3478 
N/A3479 
N/A3480 CrateAppearance(choices) : "Crate Appearance" : 0 =
N/A3481 [
N/A3482 0 : "Default Appearance"
N/A3483 1 : "Radar Beacon Crate"
N/A3484 ]
N/A3485 
N/A3486 ItemClass(pointentityclass) : "Item Type" : "item_dynamic_resupply" : "Class name of the entity to spawn when the crate is broken"
N/A3487 ItemCount(integer) : "Item Count" : 1 : "Number of items to emit upon breakage"
N/A3488 SpecificResupply(target_destination) : "Specific resupply" : "" : "If item type is item_dynamic_resupply, specify a specific one to use instead of the master"
N/A3489 
N/A3490 // Inputs
N/A3491 input Kill(void) : "Remove the item crate"
N/A3492 input Break(void) : "Breaks the breakable."
N/A3493 input SetHealth(integer) : "Sets a new value for health. If the breakable's health reaches zero it will break."
N/A3494 input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
N/A3495 input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
N/A3496 
N/A3497 // Outputs
N/A3498 output OnBreak(void) : "Fires when broken."
N/A3499 output OnHealthChanged(float) : "Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
N/A3500 
N/A3501 output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this crate. Fires on: Picked up by +USE, Picked up by Physcannon, Punted by Physcannon, Broken."
N/A3502]
N/A3503 
N/A3504@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/health_charger001.mdl" ) = item_healthcharger : "Health Charger"
N/A3505[
N/A3506 // dmdelay(integer) : "Deathmatch recharge delay" : 0
N/A3507 _minlight(string) : "Minimum light level"
N/A3508 
N/A3509 // Outputs
N/A3510 output OutRemainingHealth(float) : "Remaining Health."
N/A3511 output OnPlayerUse(void) : "Fired when the player +USEs the charger."
N/A3512]
N/A3513 
N/A3514@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/suit_charger001.mdl" ) = item_suitcharger : "Battery recharger"
N/A3515[
N/A3516 // dmdelay(integer) : "Deathmatch recharge delay" : 0
N/A3517 _minlight(string) : "Minimum light level"
N/A3518 
N/A3519 spawnflags(flags) =
N/A3520 [
N/A3521 8192  : "Citadel recharger" : 0
N/A3522 16384 : "Kleiner's recharger" : 0
N/A3523 ]
N/A3524 
N/A3525 // Inputs
N/A3526 input Recharge(void) : "Recharge to full"
N/A3527 
N/A3528 // Outputs
N/A3529 output OutRemainingCharge(float) : "Remaining Charge."
N/A3530 output OnHalfEmpty(void) : "Half-Empty"
N/A3531 output OnEmpty(void) : "Empty"
N/A3532 output OnFull(void) : "Recharged to full."
N/A3533 output OnPlayerUse(void) : "Fired when the player +USEs the charger."
N/A3534]
N/A3535 
N/A3536//-------------------------------------------------------------------------
N/A3537//
N/A3538// Weapons
N/A3539//
N/A3540//-------------------------------------------------------------------------
N/A3541@BaseClass color(0 0 200) base(Targetname, Angles) sphere(fademindist) sphere(fademaxdist) = Weapon
N/A3542[
N/A3543 spawnflags(Flags) =
N/A3544 [
N/A3545 1 : "Start constrained" : 0
N/A3546 2 : "Deny player pickup (reserve for NPC)" : 0
N/A3547 4 : "Not puntable by Gravity Gun" : 0
N/A3548 ]
N/A3549 
N/A3550 output OnPlayerUse(void) : "Fires when the player +uses this weapon"
N/A3551 output OnPlayerPickup(void) : "Fires when the player picks up this weapon"
N/A3552 output OnNPCPickup(void) : "Fires when an NPC picks up this weapon"
N/A3553 output OnCacheInteraction(void) : "Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt."
N/A3554 
N/A3555 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/A3556 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/A3557 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/A3558 " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." +
N/A3559]
N/A3560 
N/A3561@PointClass base(Weapon) studio("models/weapons/w_crowbar.mdl") = weapon_crowbar : "Crowbar" []
N/A3562@PointClass base(Weapon) studio("models/weapons/w_stunbaton.mdl") = weapon_stunstick : "StunStick" []
N/A3563@PointClass base(Weapon) studio("models/weapons/w_pistol.mdl") = weapon_pistol : "Pistol" []
N/A3564@PointClass base(Weapon) studio("models/weapons/w_irifle.mdl") = weapon_ar2 : "Assault Rifle 2" []
N/A3565@PointClass base(Weapon) studio("models/weapons/w_rocket_launcher.mdl") = weapon_rpg : "Missile Launcher" []
N/A3566@PointClass base(Weapon) studio("models/weapons/w_smg1.mdl") = weapon_smg1 : "SMG1" []
N/A3567@PointClass base(Weapon) studio("models/weapons/w_357.mdl") = weapon_357 : "357" []
N/A3568@PointClass base(Weapon) studio("models/weapons/w_crossbow.mdl") = weapon_crossbow : "Crossbow" []
N/A3569@PointClass base(Weapon) studio("models/weapons/w_shotgun.mdl") = weapon_shotgun : "Shotgun" []
N/A3570@PointClass base(Weapon) studio("models/weapons/w_grenade.mdl") = weapon_frag : "Frag Grenade" []
N/A3571@PointClass base(Weapon) studio("models/weapons/w_physics.mdl") = weapon_physcannon : "Physics Cannon" []
N/A3572@PointClass base(Weapon) studio("models/spore.mdl") = weapon_bugbait: "Bug bait" []
N/A3573@PointClass base(Weapon) studio("models/weapons/W_Alyx_Gun.mdl") = weapon_alyxgun: "Alyx Gun" []
N/A3574@PointClass base(Weapon) studio("models/weapons/W_annabelle.mdl") = weapon_annabelle: "Annabelle (Grigori)" []
N/A3575 
N/A3576 
N/A3577@SolidClass base(Trigger) = trigger_rpgfire :
N/A3578 "A volumetric trigger that triggers whenever an RPG is fired within it."
N/A3579[
N/A3580 // Outputs
N/A3581 output OnTrigger(void) : "Fires while the trigger is activated"
N/A3582]
N/A3583 
N/A3584@SolidClass base(Trigger) = trigger_vphysics_motion :
N/A3585 "A volumetric trigger that affects the motion of vphysics objects that touch it."
N/A3586[
N/A3587 spawnflags(Flags) =
N/A3588 [
N/A3589 4096 : "Can move (through hierarchical attachment)" : 0
N/A3590 ]
N/A3591 
N/A3592 StartDisabled(choices) : "Start Disabled" : 0 =
N/A3593 [
N/A3594 0 : "No"
N/A3595 1 : "Yes"
N/A3596 ]
N/A3597 filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
N/A3598 
N/A3599 SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"
N/A3600 input SetGravityScale(float) : "Scale gravity of objects in the field."
N/A3601 
N/A3602 SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"
N/A3603 input SetAdditionalAirDensity(float) : "Additional air density for drag"
N/A3604 
N/A3605 SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"
N/A3606 input SetVelocityLimit(float) : "Max velocity in field."
N/A3607 
N/A3608 SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"
N/A3609 input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"
N/A3610 
N/A3611 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/A3612 
N/A3613 SetVelocityScale(float) : "Velocity scale/drag" : "1.0"
N/A3614 input SetVelocityScale(float) : "Velocity scale/drag"
N/A3615 
N/A3616 SetAngVelocityLimit(float) : "Max angular velocity in field (degrees/s, 0 disables)" : "0.0"
N/A3617 input SetAngVelocityLimit(float) : "Max angular velocity in field."
N/A3618 
N/A3619 SetAngVelocityScale(float) : "Angular Velocity scale/drag" : "1.0"
N/A3620 input SetAngVelocityScale(float) : "Angular Velocity scale/drag"
N/A3621 
N/A3622 SetLinearForce(float) : "Linear force (0 disables)" : "0.0"
N/A3623 input SetLinearForce(float) : "Linear force (0 disables)"
N/A3624 
N/A3625 SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))" : "0 0 0"
N/A3626// input SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))"
N/A3627 
N/A3628 ParticleTrailMaterial(string) : "Particle Trail Material" : : "Name of a material to use for the particle trail, no name means no particle trail"
N/A3629 ParticleTrailLifetime(float) : "Particle Trail Lifetime" : 4 : "Lifetime of the particles to emit"
N/A3630 ParticleTrailStartSize(float) : "Particle Trail Starting Sprite Size" : 2 : "Starting size of the sprite to emit"
N/A3631 ParticleTrailEndSize(float) : "Particle Trail Ending Sprite Size" : 3 : "Ending size of the sprite to emit"
N/A3632 
N/A3633 // Inputs
N/A3634 input Enable(void) : "Enable the trigger."
N/A3635 input Disable(void): "Disable the trigger."
N/A3636 input Toggle(void) : "Toggle enable/disable."
N/A3637]
N/A3638 
N/A3639@PointClass base(Targetname) size( 16 16 16) sphere() color( 255 255 0 ) = point_bugbait : "Bugbait sensor point"
N/A3640[
N/A3641 Enabled(choices) : "Start Enabled" : 1 =
N/A3642 [
N/A3643 0 : "No"
N/A3644 1 : "Yes"
N/A3645 ]
N/A3646 
N/A3647 spawnflags(Flags) =
N/A3648 [
N/A3649 1: "Do not call antlions to position" : 0
N/A3650 2: "Don't activate on thrown bugbait splashes" : 0
N/A3651 4: "Don't activate on squeezed bugbait" : 0
N/A3652 ]
N/A3653 
N/A3654 radius(integer) : "Sensor Radius" : 512
N/A3655 
N/A3656 // Inputs
N/A3657 input Enable(void) : "Enable the sensor."
N/A3658 input Disable(void): "Disable the sensor."
N/A3659 input Toggle(void) : "Toggle the sensor."
N/A3660 
N/A3661 // Outputs
N/A3662 output OnBaited(void) : "Fires when bugbait lands within a radius of the sensor"
N/A3663]
N/A3664 
N/A3665@PointClass base(Weapon) = weapon_brickbat : "Brickbat"
N/A3666[
N/A3667 BrickbatType(choices) : "BrickbatType" : "Rock" =
N/A3668 [
N/A3669 0 : "Rock"
N/A3670 1 : "Beer Bottle"
N/A3671 2 : "Headcrab"
N/A3672 3 : "Cremator Head"
N/A3673 ]
N/A3674]
N/A3675 
N/A3676 
N/A3677@PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) = path_corner : "Generic path point"
N/A3678[
N/A3679 spawnflags(Flags) =
N/A3680 [
N/A3681 1: "Wait for retrigger" : 0
N/A3682 2: "Teleport to THIS path_corner" : 0
N/A3683 ]
N/A3684 target(target_destination) : "Next stop target"
N/A3685 wait(integer) : "Wait here (secs)" : 0
N/A3686 speed(integer) : "New Train Speed" : 0
N/A3687 yaw_speed(integer) : "New Train rot. Speed" : 0
N/A3688 
N/A3689 // Inputs
N/A3690 input SetNextPathCorner(string) : "Sets next pathcorner"
N/A3691 
N/A3692 // Outputs
N/A3693 output OnPass(void) : "Fires when a path follower passes this point"
N/A3694]
N/A3695 
N/A3696@PointClass base(Targetname) size(16 16 16) color(255 0 0) = path_corner_crash : "Helicopter Crash Path"
N/A3697[
N/A3698 target(target_destination) : "Next stop target"
N/A3699]
N/A3700 
N/A3701 
N/A3702//-------------------------------------------------------------------------
N/A3703//
N/A3704// Player effects
N/A3705//
N/A3706//-------------------------------------------------------------------------
N/A3707 
N/A3708@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_loadsaved : "Load Auto-Saved game"
N/A3709[
N/A3710 duration(string) : "Fade Duration (seconds)" : "2"
N/A3711 holdtime(string) : "Hold Fade (seconds)" : "0"
N/A3712 renderamt(integer) : "Fade Alpha" : 255
N/A3713 rendercolor(color255) : "Fade Color (R G B)" : "0 0 0"
N/A3714 loadtime(string) : "Reload delay" : "0"
N/A3715 
N/A3716 // Inputs
N/A3717 input Reload(void) : "Ends this game and reloads"
N/A3718]
N/A3719 
N/A3720 
N/A3721@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons"
N/A3722[
N/A3723 // Inputs
N/A3724 input Strip(void) : "Strip player's weapons"
N/A3725 input StripWeaponsAndSuit(void) : "Strip player's weapons and his suit"
N/A3726]
N/A3727 
N/A3728@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/A3729[
N/A3730 spawnflags(Flags) =
N/A3731 [
N/A3732 1: "Suppress weapons" : 0
N/A3733 2: "Suppress HUD" : 0
N/A3734 4: "Suppress jump" : 0
N/A3735 8: "Suppress duck" : 0
N/A3736 16: "Suppress use" : 0
N/A3737 32: "Suppress sprint" : 0
N/A3738 64: "Suppress attack" : 0
N/A3739 128: "Suppress zoom" : 0
N/A3740 ]
N/A3741 
N/A3742 // Inputs
N/A3743 input ModifySpeed(float) : "Modifies player speed by X ammount."
N/A3744]
N/A3745 
N/A3746 
N/A3747 
N/A3748//-------------------------------------------------------------------------
N/A3749//
N/A3750// Logic Entities
N/A3751//
N/A3752//-------------------------------------------------------------------------
N/A3753@PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_scene.vmt") = logic_choreographed_scene :
N/A3754 "Manages a choreographed scene of one or more actors."
N/A3755 
N/A3756[
N/A3757 // Keys
N/A3758 SceneFile(scene) : "Scene file"
N/A3759 
N/A3760 // Links
N/A3761 target1(target_destination) : "Target 1"
N/A3762 target2(target_destination) : "Target 2"
N/A3763 target3(target_destination) : "Target 3"
N/A3764 target4(target_destination) : "Target 4"
N/A3765 target5(target_destination) : "Target 5"
N/A3766 target6(target_destination) : "Target 6"
N/A3767 target7(target_destination) : "Target 7"
N/A3768 target8(target_destination) : "Target 8"
N/A3769 
N/A3770 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/A3771 [
N/A3772 0: "Start immediately"
N/A3773 1: "Wait for actor to finish"
N/A3774 2: "Interrupt at next interrupt event"
N/A3775 3: "Cancel at next interrupt event"
N/A3776 ]
N/A3777 
N/A3778 // Inputs
N/A3779 input Start(void) : "Starts playback of the scene file"
N/A3780 input Pause(void) : "Pauses playback of the scene file"
N/A3781 input Resume(void) : "Resumes playback of the scene if it has been paused"
N/A3782 input Cancel(void) : "Cancels playback of the scene"
N/A3783 input CancelAtNextInterrupt(void) : "Cancels playback of the scene at the next interrupt event in the scene."
N/A3784 input PitchShift(float) : "Multiplies the the pitch"
N/A3785 
N/A3786 input InterjectResponse(string) : "Finds an actor who can respond to the specified concept string while the scene continues playing"
N/A3787 
N/A3788 input StopWaitingForActor(void) : "Stop waiting on an actor to stop talking."
N/A3789 
N/A3790 // Outputs
N/A3791 output OnStart(void) : "The scene has started"
N/A3792 output OnCompletion(void) : "The scene has completed"
N/A3793 output OnCanceled(void) : "The scene has been canceled"
N/A3794 output OnTrigger1(void) : "Scene trigger 1"
N/A3795 output OnTrigger2(void) : "Scene trigger 2"
N/A3796 output OnTrigger3(void) : "Scene trigger 3"
N/A3797 output OnTrigger4(void) : "Scene trigger 4"
N/A3798 output OnTrigger5(void) : "Scene trigger 5"
N/A3799 output OnTrigger6(void) : "Scene trigger 6"
N/A3800 output OnTrigger7(void) : "Scene trigger 7"
N/A3801 output OnTrigger8(void) : "Scene trigger 8"
N/A3802 output OnTrigger9(void) : "Scene trigger 9"
N/A3803 output OnTrigger10(void) : "Scene trigger 10"
N/A3804 output OnTrigger11(void) : "Scene trigger 11"
N/A3805 output OnTrigger12(void) : "Scene trigger 12"
N/A3806 output OnTrigger13(void) : "Scene trigger 13"
N/A3807 output OnTrigger14(void) : "Scene trigger 14"
N/A3808 output OnTrigger15(void) : "Scene trigger 15"
N/A3809 output OnTrigger16(void) : "Scene trigger 16"
N/A3810 
N/A3811 onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
N/A3812 [
N/A3813 0 : "Do Nothing"
N/A3814 1 : "Cancel Script and return to AI"
N/A3815 ]
N/A3816]
N/A3817 
N/A3818@PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_manager.vmt") = logic_scene_list_manager :
N/A3819 "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/A3820[
N/A3821 scene0(target_destination) : "Scene 1" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3822 scene1(target_destination) : "Scene 2" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3823 scene2(target_destination) : "Scene 3" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3824 scene3(target_destination) : "Scene 4" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3825 scene4(target_destination) : "Scene 5" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3826 scene5(target_destination) : "Scene 6" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3827 scene6(target_destination) : "Scene 7" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3828 scene7(target_destination) : "Scene 8" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3829 scene8(target_destination) : "Scene 9" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3830 scene9(target_destination) : "Scene 10" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3831 scene10(target_destination) : "Scene 11" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3832 scene11(target_destination) : "Scene 12" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3833 scene12(target_destination) : "Scene 13" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3834 scene13(target_destination) : "Scene 14" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3835 scene14(target_destination) : "Scene 15" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3836 scene15(target_destination) : "Scene 16" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager."
N/A3837 
N/A3838 // Inputs
N/A3839 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/A3840]
N/A3841 
N/A3842@PointClass base(Targetname, Parentname) sphere(volume) iconsprite("editor/ai_sound.vmt") = ai_sound :
N/A3843 "This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used " +
N/A3844 "to cause reactions in nearby NPCs.\n\n" +
N/A3845 "Sound Types\n" +
N/A3846 " Combat: Will cause most NPCs to become alert\n" +
N/A3847 " World: Will cause most NPCs to become alert\n" +
N/A3848 " Danger: Will cause most NPCs to move away from the position of the sound\n" +
N/A3849 " Bullet Impact: \n" +
N/A3850 " Carcass: \n" +
N/A3851 " Meat: \n" +
N/A3852 " Garbage: \n" +
N/A3853 " Thumper: causes antlions to run away briefly\n" +
N/A3854 " Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness\n"
N/A3855[
N/A3856 //input InsertSound(Integer) : "THIS IS NOW OBSOLETE. Use InsertAISound"
N/A3857 input EmitAISound(void) : "Make the sound."
N/A3858 
N/A3859 volume(integer) : "Volume" : 120 : "How far away this sound can be heard. This is a radius."
N/A3860 duration(float) : "Duration" : "0.5" : "How long the sound persists each time you insert it."
N/A3861 
N/A3862 soundtype(choices) : "Sound Type" : 0 : "The type of sound or smell will determine the reaction of NPCs that sense it." =
N/A3863 [
N/A3864 0: "Select one"
N/A3865 1: "Combat"
N/A3866 2: "World"
N/A3867 //4: "Player (Don't use)"
N/A3868 8: "Danger"
N/A3869 16: "Bullet Impact"
N/A3870 32: "Carcass"
N/A3871 64: "Meat"
N/A3872 128: "Garbage"
N/A3873 256: "Thumper"
N/A3874 4096: "Move Away - Most NPCs will clear the radius of this sound when heard."
N/A3875 16384 : "Readiness - Low"
N/A3876 32768 : "Readiness - Medium"
N/A3877 65536 : "Readiness - High"
N/A3878 ]
N/A3879 
N/A3880 soundcontext(choices) : "Additional sound context (optional)" : 0 : "Optional settings specifying such things as who can or cannot hear the sound." =
N/A3881 [
N/A3882 0 : "Select one"
N/A3883 8388608 : "Only Combine hear"
N/A3884 67108864 : "Combine cannot hear"
N/A3885 ]
N/A3886 
N/A3887 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/A3888]
N/A3889 
N/A3890 
N/A3891@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_rotorwash : "Rotorwash Effect"
N/A3892[
N/A3893 spawnflags(Flags) =
N/A3894 [
N/A3895 1 : "Ignore solid" : 0
N/A3896 ]
N/A3897 
N/A3898 input DoEffect(Void) : "Make a rotor puff"
N/A3899]
N/A3900 
N/A3901@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) studio("models/props_combine/combine_mine01.mdl") = combine_mine : "Combine Land Mine"
N/A3902[
N/A3903 bounce(choices) : "Bounce" : 1 : "Whether the mine should bounce up in the air before exploding." =
N/A3904 [
N/A3905 0: "No"
N/A3906 1: "Yes"
N/A3907 ]
N/A3908 
N/A3909 LockSilently(choices) : "Lock Silently" : 1 : "If yes, mine plays no sound when clamps close" =
N/A3910 [
N/A3911 0: "No"
N/A3912 1: "Yes"
N/A3913 ]
N/A3914 
N/A3915 StartDisarmed(choices) : "Start Disarmed" : 0 : "If yes, mine begins dormant." =
N/A3916 [
N/A3917 0 : "No"
N/A3918 1 : "Yes"
N/A3919 ]
N/A3920 
N/A3921 Modification(choices): "Citizen modified" : 0 : "'Normal' is default Combine behavior. 'Cavern' detonates earlier in its jump, and has a different default skin." =
N/A3922 [
N/A3923 0 : "Normal"
N/A3924 1 : "Cavern"
N/A3925 ]
N/A3926 
N/A3927 // Inputs
N/A3928 input Disarm(void) : "Disarm this mine (open hooks and shut off) if not placed by player."
N/A3929 
N/A3930 // Outputs
N/A3931 output OnPulledUp(void) : "Fires when this mine is uprooted with physgun"
N/A3932]
N/A3933 
N/A3934@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname) = env_ar2explosion :
N/A3935 "AR2 explosion visual effect. Big, volume-filling brown cloud. Does not cause damage or emit sound."
N/A3936[
N/A3937 input Explode(Void) : "Make the explosion effect."
N/A3938 material(material) : "Particle Material" : "particle/particle_noisesphere" : "The material to use for each particle in the explosion."
N/A3939]
N/A3940 
N/A3941@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect"
N/A3942[
N/A3943 input TurnOn(void) : "Turn on"
N/A3944 input TurnOff(void) : "Turn off"
N/A3945 input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default."
N/A3946]
N/A3947 
N/A3948@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname, Angles) = env_flare : "Flare"
N/A3949[
N/A3950 scale(float) : "Scale" : 1
N/A3951 duration(float) : "Duration" : 30
N/A3952 
N/A3953 spawnflags(Flags) =
N/A3954 [
N/A3955 1 : "No DLight" : 0
N/A3956 2 : "No Smoke" : 0
N/A3957 4 : "Infinite" : 0
N/A3958 8 : "Start off" : 0
N/A3959 ]
N/A3960 
N/A3961 input Start(float) : "Starts the flare burning. The flare will burn for the specified number of seconds (0 = infinite)."
N/A3962 input Die(float) : "Causes the flare to fade out over the specified number of seconds, and then die (0 = die instantly)."
N/A3963 input Launch(float) : "Launch the flare forward with the specified speed."
N/A3964]
N/A3965 
N/A3966 
N/A3967@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash"
N/A3968[
N/A3969 parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
N/A3970 scale(float) : "Scale" : "1" : "Size of the muzzle flash."
N/A3971 
N/A3972 input Fire(void) : "Fires the effect once."
N/A3973]
N/A3974 
N/A3975 
N/A3976@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_terrainmorph :
N/A3977 "Morphs terrain by pulling vertices along a normal.\n\n" +
N/A3978 "Place this entity the desired distance from a terrain surface and set ANGLES " +
N/A3979 "to the normal along which you want to pull the surface's vertices. If you set the INSTANT spawnflag, " +
N/A3980 "the morph will take place instantly instead of over time.\n"
N/A3981[
N/A3982 startradius( integer ) : "Start Radius" : 500 : "Radius of the effect when morphing begins. Only this value is used" +
N/A3983 "if the effect is flagged to occur instantly."
N/A3984 goalradius( integer ) : "Goal Radius" : 100 : "Radius of the effect at the end of morphing. The radius of this effect will change from "+
N/A3985 "Start Radius to Goal Radius over the duration of this effect. This value is ignored if the effect is flagged to occur instantly."
N/A3986 
N/A3987 duration( integer ) : "Duration" : 3 : "The morph will take place over this period of time (seconds). Ignored if flagged to occur instantly"
N/A3988 
N/A3989 fraction( integer ) : "Displacement Fraction" : 1 : "If set to 1, the terrain surface will be pulled exactly to this entity's position." +
N/A3990 " If set to 0.5, the surface will be pulled exactly half way to this entity's position. " +
N/A3991 "If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. " +
N/A3992 "(Any Displacement Fraction greater than 1.0 will result in clipping. The surface cannot be pulled beyond " +
N/A3993 "This entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)"
N/A3994 
N/A3995 // Inputs
N/A3996 input BeginMorph(void) : "Begin Morph"
N/A3997 
N/A3998 spawnflags(flags) =
N/A3999 [
N/A4000 1: "Instant" : 0
N/A4001 ]
N/A4002]
N/A4003 
N/A4004@PointClass base(Targetname, EnableDisable) = logic_achievement :
N/A4005 "Sends an achievement system related event from the map to the achievement system."
N/A4006[
N/A4007 //keyvalues
N/A4008 
N/A4009 AchievementEvent(choices) : "Achievement Event" : 0 : "Named event is sent to the achievement system when this entity receives a 'FireEvent' input." =
N/A4010 [
N/A4011 "ACHIEVEMENT_EVENT_HL2_HIT_CANCOP_WITHCAN"  : "[HL2] Hit the trashcan cop with the can."
N/A4012 "ACHIEVEMENT_EVENT_HL2_PUT_CANINTRASH"  : "[HL2] Put the can in the trash."
N/A4013 "ACHIEVEMENT_EVENT_HL2_ESCAPE_APARTMENTRAID"  : "[HL2] Escape the apartment block raid."
N/A4014 "ACHIEVEMENT_EVENT_HL2_BREAK_MINITELEPORTER"  : "[HL2] Break the mini-teleporter in Kleiner's lab."
N/A4015 "ACHIEVEMENT_EVENT_HL2_GET_CROWBAR"  : "[HL2] Get the crowbar."
N/A4016 "ACHIEVEMENT_EVENT_HL2_GET_AIRBOAT"  : "[HL2] Get the Airboat"
N/A4017 "ACHIEVEMENT_EVENT_HL2_GET_AIRBOATGUN"  : "[HL2] Get the airboat's mounted gun."
N/A4018 "ACHIEVEMENT_EVENT_HL2_FIND_VORTIGAUNTCAVE"  : "[HL2] Discover the hidden singing vortigaunt cave in chapter Water Hazard."
N/A4019 "ACHIEVEMENT_EVENT_HL2_KILL_CHOPPER"  : "[HL2] Destroy the hunter-chopper in Half-Life 2."
N/A4020 "ACHIEVEMENT_EVENT_HL2_FIND_HEVFACEPLATE"  : "[HL2] Find the HEV Suit Charger faceplate in Eli's scrapyard."
N/A4021 "ACHIEVEMENT_EVENT_HL2_GET_GRAVITYGUN"  : "[HL2] Get the Gravity Gun in Black Mesa East"
N/A4022 "ACHIEVEMENT_EVENT_HL2_MAKEABASKET"  : "[HL2] Make a basket in Eli's scrapyard."
N/A4023 "ACHIEVEMENT_EVENT_HL2_BEAT_RAVENHOLM_NOWEAPONS_START"  : "[HL2] Beat Ravenholm Gravgun only. (Start)."
N/A4024 "ACHIEVEMENT_EVENT_HL2_BEAT_RAVENHOLM_NOWEAPONS_END"  : "[HL2] Beat Ravenholm Gravgun only. (End)."
N/A4025 "ACHIEVEMENT_EVENT_HL2_BEAT_CEMETERY"  : "[HL2] Escort Gregori safely through the church cemetery."
N/A4026 "ACHIEVEMENT_EVENT_HL2_KILL_ENEMIES_WITHCRANE"  : "[HL2] Kill 3 enemies using the crane."
N/A4027 "ACHIEVEMENT_EVENT_HL2_PIN_SOLDIER_TOBILLBOARD"  : "[HL2] Pin the soldier to the billboard with the crossbow in chapter Highway 17."
N/A4028 "ACHIEVEMENT_EVENT_HL2_KILL_ODESSAGUNSHIP"  : "[HL2] Defend Little Odessa from the gunship attack."
N/A4029 "ACHIEVEMENT_EVENT_HL2_BEAT_DONTTOUCHSAND"  : "[HL2] Cross the antlion beach in chapter Sandtraps without touching the sand."
N/A4030 "ACHIEVEMENT_EVENT_HL2_ENTER_NOVAPROSPEKT"  : "[HL2] Get inside Nova Prospekt"
N/A4031 "ACHIEVEMENT_EVENT_HL2_BEAT_TURRETSTANDOFF2"  : "[HL2] Survive the second turret standoff in the prison."
N/A4032 "ACHIEVEMENT_EVENT_HL2_FOLLOWFREEMAN"  : "[HL2] Gain command of a squad of rebels in the uprising"
N/A4033 "ACHIEVEMENT_EVENT_HL2_BEAT_TOXICTUNNEL"  : "[HL2] Get through the toxic tunnel under City 17 in Half-Life 2."
N/A4034 "ACHIEVEMENT_EVENT_HL2_BEAT_PLAZASTANDOFF"  : "[HL2] Survive the Generator Plaza standoff in chapter Anticitizen One."
N/A4035 "ACHIEVEMENT_EVENT_HL2_KILL_ALLC1709SNIPERS"  : "[HL2] Kill all of the snipers in City 17."
N/A4036 "ACHIEVEMENT_EVENT_HL2_BEAT_SUPRESSIONDEVICE"  : "[HL2] Shut down the supression device by disabling its generators."
N/A4037 "ACHIEVEMENT_EVENT_HL2_BEAT_C1713STRIDERSTANDOFF"  : "[HL2] Survive the rooftop strider battle in the ruins of City 17."
N/A4038 "ACHIEVEMENT_EVENT_HL2_BEAT_GAME"  : "[HL2] Destroy the Citadel's reactor core (Beat Game)."
N/A4039 
N/A4040 "ACHIEVEMENT_EVENT_HL2_GMAN_KLEINERSLAB"  : "[HL2] G-Man: trainstation_05 on Kleiner's Monitor"
N/A4041 "ACHIEVEMENT_EVENT_HL2_GMAN_TRAINCAR"  : "[HL2] G-Man: canals_01 on TV in vort train car"
N/A4042 "ACHIEVEMENT_EVENT_HL2_GMAN_REDBARN"  : "[HL2] G-Man: canals_06 at the red barn"
N/A4043 "ACHIEVEMENT_EVENT_HL2_GMAN_OUTDOORMONITOR"  : "[HL2] G-Man: canals_06 on giant outdoor monitor"
N/A4044 "ACHIEVEMENT_EVENT_HL2_GMAN_CATWALK"  : "[HL2] G-Man: canals_12 on catwalk"
N/A4045 "ACHIEVEMENT_EVENT_HL2_GMAN_DAM"  : "[HL2] G-Man: canals_13 to the left of the dam"
N/A4046 "ACHIEVEMENT_EVENT_HL2_GMAN_TRAINTRACKS"  : "[HL2] G-Man: town_05 at the end of the tracks"
N/A4047 "ACHIEVEMENT_EVENT_HL2_GMAN_ODESSA"  : "[HL2] G-Man: coast_03 odessa meeting"
N/A4048 "ACHIEVEMENT_EVENT_HL2_GMAN_PRISONMONITOR"  : "[HL2] G-Man: prison_02 control room monitor"
N/A4049 "ACHIEVEMENT_EVENT_HL2_GMAN_FOYERTV"  : "[HL2] G-Man: c17_02 on TV in the destroyed foyer"
N/A4050 
N/A4051 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_KLEINERSLAB"  : "[HL2] Lamda: Secret entrance to Kleiner's lab in trainstation_05"
N/A4052 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CANALSSTATION"  : "[HL2] Lamda: canals_01 building by tracks"
N/A4053 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_VENTCRAWL"  : "[HL2] Lamda: canals_01 vent crawl"
N/A4054 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CANALSTUNNEL"  : "[HL2] Lamda: canals_01a tunnel"
N/A4055 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SEWERGRATE"  : "[HL2] Lamda: canals_02 below grate in sewer corridor"
N/A4056 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_STEAMPIPE"  : "[HL2] Lamda: canals_03 under steam pipe"
N/A4057 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CURVEDROOM"  : "[HL2] Lamda: canals_05 on second level of curved room"
N/A4058 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SHANTYTOWN"  : "[HL2] Lamda: canals_05 before shanty town"
N/A4059 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_TUNNELLADDER"  : "[HL2] Lamda: canals_06 on overhead metal walkway in tunnel"
N/A4060 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_REDBARN"  : "[HL2] Lamda: canals_06 at the red barn"
N/A4061 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_FLOATINGRAMP"  : "DON'T USE ME [HL2] Lamda: canals_06 outside the pipe at floating ramp puzzle"
N/A4062 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_ZOMBIEAMBUSH"  : "[HL2] Lamda: canals_06 outside exploded tanker (zombie ambush)"
N/A4063 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_BELOWAPCS"  : "[HL2] Lamda: canals_07 in the wall below apcs"
N/A4064 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_COUNTERWEIGHT"  : "[HL2] Lamda: canals_08 in counterweighted basket"
N/A4065 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_RAILWAYBRIDGE"  : "[HL2] Lamda: canals_08 behind railway bridge piling"
N/A4066 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_TUNNELPLATFORMS"  : "[HL2] Lamda: canals_09 on wooden platforms in tunnel"
N/A4067 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_BANKEDCANAL"  : "[HL2] Lamda: canals_10 up banked side of canals passage"
N/A4068 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CANALWALL"  : "[HL2] Lamda: canals_10 in wall opening after canals passage"
N/A4069 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CHANNELSPLIT"  : "[HL2] Lamda: canals_12 right side of split channel"
N/A4070 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_BMEDOCK"  : "[HL2] Lamda: eli_01 Black Mesa East dock"
N/A4071 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_GENERATORS"  : "[HL2] Lamda: town_01 through ductwork behind generators"
N/A4072 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CARCRUSHERARENA"  : "[HL2] Lamda: town_01 behind fence in car-crusher arena"
N/A4073 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_RAVENHOLMATTIC"  : "[HL2] Lamda: town_01a in attic opposite map exit"
N/A4074 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_MINETUNNELEXIT"  : "[HL2] Lamda: town_05 tunnel exit from ravenholm mine"
N/A4075 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_COASTSHACK"  : "[HL2] Lamda: coast_01 shack after the buggy jump"
N/A4076 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_POISONSHACK"  : "[HL2] Lamda: coast_03 poison headcrab shack"
N/A4077 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_GUNSHIPVAN"  : "[HL2] Lamda: coast_04 broken down van after the gunship"
N/A4078 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SUICIDECITIZEN"  : "[HL2] Lamda: coast_05 suicide citizen's gas tank cache"
N/A4079 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_RAILROADSHACK"  : "[HL2] Lamda: coast_07 fenced off area outside of town"
N/A4080 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_COASTABOVEBATTERY"  : "[HL2] Lamda: coast_09 above the bathroom in the battery puzzle building"
N/A4081 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SANDSHACK"  : "[HL2] Lamda: coast_11 elevated shack after the board bridge"
N/A4082 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_GMANCACHE"  : "[HL2] Lamda: prison_02 in the boarded up area of the gman sighting"
N/A4083 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CELLCACHE"  : "[HL2] Lamda: prison_03 in the prison cell"
N/A4084 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_POISONLAUNDRY"  : "[HL2] Lamda: prison_05 in the laundry utility room"
N/A4085 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SODAMACHINE"  : "[HL2] Lamda: prison_06 on top of the soda machine"
N/A4086 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_STREETWARDOGWALL"  : "[HL2] Lamda: c17_02 next to first Combine wall"
N/A4087 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_STREETWARSHACK"  : "[HL2] Lambda: c17_04 inside shack before metrocop holdout"
N/A4088 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_STREETWARFENCE"  : "[HL2] Lamda: c17_05 behind fence before end of map"
N/A4089 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_FREEWAYTUNNEL"  : "[HL2] Lamda: c17_06a at start of freeway tunnel"
N/A4090 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_DRAWBRIDGE"  : "[HL2] Lamda: c17_06b before second drawbridge"
N/A4091 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_PLAZAFENCE"  : "[HL2] Lamda: c17_06b behind fence before end of map"
N/A4092 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SEWERSCATWALKS"  : "[HL2] Lamda: c17_08 lowest catwalk at sewer entrance"
N/A4093 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_POISONZOMBIEALCOVE"  : "[HL2] Lamda: c17_08 wall cubby next to poison zombie"
N/A4094 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_PIPEHOPTUNNEL"  : "[HL2] Lamda: c17_08 end of pipe hop tunnel by poison zombie"
N/A4095 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_EXITCATWALK"  : "[HL2] Lamda: c17_08 side of building next to hallway leading to level exit"
N/A4096 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_ENDOFC1712B"  : "[HL2] Lamda: c17_12b at map exit"
N/A4097 "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_WHITEVAN"  : "[HL2] Lamda: c17_13 white van in underground garage"
N/A4098 
N/A4099 
N/A4100 
N/A4101 "ACHIEVEMENT_EVENT_EP1_BEAT_MAINELEVATOR"  : "[EP1] Reach the bottom of the main elevator shaft."
N/A4102 "ACHIEVEMENT_EVENT_EP1_BEAT_CITADELCORE_START"  : "[EP1] Contain the citadel core. (start)"
N/A4103 "ACHIEVEMENT_EVENT_EP1_BEAT_CITADELCORE_END"  : "[EP1] Contain the citadel core. (end)"
N/A4104 "ACHIEVEMENT_EVENT_EP1_BEAT_CITADELCORE"  : "[EP1] Contain the citadel core."
N/A4105 "ACHIEVEMENT_EVENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS"  : "[EP1] Contain the citadel core with no stalker kills"
N/A4106 "ACHIEVEMENT_EVENT_EP1_BEAT_GARAGEELEVATORSTANDOFF"  : "[EP1] Survive long enough to get on the elevator in the parking garage."
N/A4107 "ACHIEVEMENT_EVENT_EP1_BEAT_HOSPITALATTICGUNSHIP"  : "[EP1] Destroy the gunship in the hospital attic."
N/A4108 "ACHIEVEMENT_EVENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_START"  : "[EP1] Don't let any citizens die when escorting them to the escape train (start)."
N/A4109 "ACHIEVEMENT_EVENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS_END"  : "[EP1] Don't let any citizens die when escorting them to the escape train (end)."
N/A4110 "ACHIEVEMENT_EVENT_EP1_BEAT_GAME_NOHEALTHPICKUPS_START"  : "[EP1] Beat EP1 without picking up any health. (start)"
N/A4111 "ACHIEVEMENT_EVENT_EP1_BEAT_GAME_NOHEALTHPICKUPS_END"  : "[EP1] Beat EP1 without picking up any health. (end)"
N/A4112 
N/A4113 "ACHIEVEMENT_EVENT_EP1_START_GAME"  : "[EP1] Began EP1 (for tracking One Free Bullet)"
N/A4114 "ACHIEVEMENT_EVENT_EP1_BEAT_GAME"  : "[EP1] Beat EP1 (for tracking One Free Bullet)"
N/A4115 
N/A4116 
N/A4117 
N/A4118 "ACHIEVEMENT_EVENT_EP2_BEAT_ANTLIONINVASION"  : "[EP2] Hold off the antlion invasion inside the mine shaft"
N/A4119 "ACHIEVEMENT_EVENT_EP2_BEAT_ANTLIONGUARDS"  : "[EP2] Defeat both antlion guards outside the White Forest"
N/A4120 "ACHIEVEMENT_EVENT_EP2_BEAT_HUNTERAMBUSH"  : "[EP2] Survive the Hunter ambush at the radio tower."
N/A4121 
N/A4122 "ACHIEVEMENT_EVENT_EP2_KILL_CHOPPER_NOMISSES_START"  : "[EP2] Start of the chopper arena battle."
N/A4123 "ACHIEVEMENT_EVENT_EP2_KILL_CHOPPER_NOMISSES_END"  : "[EP2] End of the chopper arena battle."
N/A4124 
N/A4125 "ACHIEVEMENT_EVENT_EP2_KILL_COMBINECANNON"  : "[EP2] Destroy the Combine Cannon in the junkyard."
N/A4126 "ACHIEVEMENT_EVENT_EP2_BEAT_RACEWITHDOG"  : "[EP2] Beat DOG in the race to the White Forest."
N/A4127 "ACHIEVEMENT_EVENT_EP2_BEAT_ROCKETCACHEPUZZLE"  : "[EP2] Unlock the Rocket Launcher lambda cache in chapter Under The Radar."
N/A4128 "ACHIEVEMENT_EVENT_EP2_BEAT_WHITEFORESTINN"  : "[EP2] Survive the invasion at White Forest Inn"
N/A4129 "ACHIEVEMENT_EVENT_EP2_PUT_ITEMINROCKET"  : "[EP2] Send <some object from chapter 1> into space."
N/A4130 "ACHIEVEMENT_EVENT_EP2_BEAT_MISSILESILO2"  : "[EP2] Secure the launch doors on missile silo 2."
N/A4131 "ACHIEVEMENT_EVENT_EP2_BEAT_GAME"  : "[EP2] Save the missile silo from the Combine offensive."
N/A4132 "ACHIEVEMENT_EVENT_EP2_BEAT_OUTLAND12_NOBUILDINGSDESTROYED" : "[EP2] Save the missile silo without losing any buildings."
N/A4133 
N/A4134 "ACHIEVEMENT_EVENT_EP2_FIND_RADAR_CACHE"  : "[EP2] Found a radar cache in chapter Under The Radar."
N/A4135 
N/A4136 "ACHIEVEMENT_EVENT_EP2_RADARCACHE_VAN"  : "[EP2] Radar Cache: 09 first van cache"
N/A4137 "ACHIEVEMENT_EVENT_EP2_RADARCACHE_RPG"  : "[EP2] Radar Cache: 09 rpg cache"
N/A4138 "ACHIEVEMENT_EVENT_EP2_RADARCACHE_SHACK"  : "[EP2] Radar Cache: 09 shack floor board cache"
N/A4139 "ACHIEVEMENT_EVENT_EP2_RADARCACHE_CAVE"  : "[EP2] Radar Cache: 10 cave cache"
N/A4140 "ACHIEVEMENT_EVENT_EP2_RADARCACHE_HANGING"  : "[EP2] Radar Cache: 10 hanging crate cache"
N/A4141 
N/A4142 
N/A4143 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_01"  : "[EP2] Web Cache: ep2_outland_01a underwater cache"
N/A4144 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_02"  : "[EP2] Web Cache: ep2_outland_03 grim pinata cache"
N/A4145 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_03"  : "[EP2] Web Cache: ep2_outland_03 first arena exit tunnel wall cache"
N/A4146 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_04"  : "[EP2] Web Cache: ep2_outland_03 second arena exit tunnel ceiling cache"
N/A4147 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_05"  : "[EP2] Web Cache: ep2_outland_03 zombine grenade trap cache"
N/A4148 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_06"  : "[EP2] Web Cache: ep2_outland_04 gear cave entry wall cache"
N/A4149 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_07"  : "[EP2] Web Cache: ep2_outland_04 gear cave rockfall ceiling cache"
N/A4150 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_08"  : "[EP2] Web Cache: ep2_outland_04 gear cave barnacle ceiling cache"
N/A4151 "ACHIEVEMENT_EVENT_EP2_WEBCACHE_09"  : "[EP2] Web Cache: ep2_outland_04 gear cave poison crab wall cache"
N/A4152 
N/A4153 "ACHIEVEMENT_EVENT_PORTAL_GET_PORTALGUNS"  : "[PORTAL] Acquire the fully powered Aperture Science Handheld Portal Device."
N/A4154 "ACHIEVEMENT_EVENT_PORTAL_KILL_COMPANIONCUBE"  : "[PORTAL] Do whatever it takes to survive."
N/A4155 "ACHIEVEMENT_EVENT_PORTAL_ESCAPE_TESTCHAMBERS"  : "[PORTAL] Make the correct party escort submission position decision."
N/A4156 "ACHIEVEMENT_EVENT_PORTAL_BEAT_GAME"  : "[PORTAL] Complete Portal."
N/A4157 ]
N/A4158 
N/A4159 // Inputs
N/A4160 input Toggle(void) : "Toggle the relay between enabled and disabled."
N/A4161 input FireEvent(void) : "Tells the achievement system the specifed event has occured."
N/A4162 
N/A4163 // Outputs
N/A4164 output OnFired(void) : "When the event fires, this fires."
N/A4165]
N/A4166 
N/A4167 
N/A4168//-------------------------------------------------------------------------
N/A4169//
N/A4170// Camera/monitor entities
N/A4171//
N/A4172//-------------------------------------------------------------------------
N/A4173@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"
N/A4174[
N/A4175 spawnflags(Flags) =
N/A4176 [
N/A4177 1 : "Start Off" : 0
N/A4178 ]
N/A4179 
N/A4180 targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
N/A4181 FOV(float) : "FOV" : 90 : "Field of view in degrees"
N/A4182// resolution(float) : "resolution" : 256 : "width/height of the render target for the camera"
N/A4183 UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 =
N/A4184 [
N/A4185 0 : "No"
N/A4186 1 : "Yes"
N/A4187 ]
N/A4188 fogEnable(choices) : "Fog Enable" : 0 =
N/A4189 [
N/A4190 0 : "No"
N/A4191 1 : "Yes"
N/A4192 ]
N/A4193 fogColor(color255) : "Fog Color" : "0 0 0"
N/A4194 fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
N/A4195 fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
N/A4196 fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."
N/A4197 
N/A4198 // Inputs
N/A4199 input ChangeFOV(string) : "Changes camera's FOV over time"
N/A4200 input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."
N/A4201 input SetOn(void) : "Turn the camera on."
N/A4202 input SetOff(void) : "Turn the camera off."
N/A4203]
N/A4204 
N/A4205@SolidClass base(func_brush) = func_monitor :
N/A4206 "A monitor that renders the view from a given point_camera entity."
N/A4207[
N/A4208 target(target_destination) : "Camera name"
N/A4209 
N/A4210 // Inputs
N/A4211 input Toggle(void) : "Toggle - If on, turn off, if off, turn on."
N/A4212 input Enable(void) : "Enable."
N/A4213 input Disable(void) : "Disable."
N/A4214 input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."
N/A4215]
N/A4216 
N/A4217@SolidClass base(func_brush) = func_bulletshield :
N/A4218 "A shield that stops only bullets."
N/A4219[
N/A4220 
N/A4221]
N/A4222 
N/A4223 
N/A4224//-------------------------------------------------------------------------
N/A4225//
N/A4226// Vehicles.
N/A4227//
N/A4228//-------------------------------------------------------------------------
N/A4229@BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle
N/A4230[
N/A4231 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt"
N/A4232 actionScale(float) : "Scale of action input / framerate" : "1"
N/A4233 
N/A4234 // Inputs
N/A4235 input Action(float) : "Set the speed of the action animation"
N/A4236 
N/A4237 input TurnOn(void) : "Turn on: Start engine & enable throttle"
N/A4238 input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes."
N/A4239 
N/A4240 input Lock(void) : "Prevent the player from entering or exiting the vehicle."
N/A4241 input Unlock(void) : "Re-allow the player to enter or exit the vehicle."
N/A4242]
N/A4243 
N/A4244 
N/A4245@BaseClass base(BaseVehicle) = BaseDriveableVehicle
N/A4246[
N/A4247 VehicleLocked(choices) : "Start locked" : 0 =
N/A4248 [
N/A4249 0 : "No"
N/A4250 1 : "Yes"
N/A4251 ]
N/A4252 
N/A4253 // Outputs
N/A4254 output PlayerOn(void) : "Player entered the vehicle"
N/A4255 output PlayerOff(void) : "Player exited the vehicle"
N/A4256 
N/A4257 output PressedAttack(void) : "Player Pressed attack key"
N/A4258 output PressedAttack2(void) : "Player Pressed attack2 key"
N/A4259 
N/A4260 output AttackAxis(string) : "State of attack button [0,1]"
N/A4261 output Attack2Axis(string) : "State of attack2 button [0,1]"
N/A4262 
N/A4263 // Inputs
N/A4264 input HandBrakeOn(void) : "Turns the handbrake on"
N/A4265 input HandBrakeOff(void): "Releases the handbrake"
N/A4266]
N/A4267 
N/A4268@PointClass base(BaseVehicle) studioprop() = prop_vehicle :
N/A4269 "Studiomodel vehicle that can be driven via inputs."
N/A4270[
N/A4271 // Inputs
N/A4272 input Steer(float) : "Steer the vehicle +/-1"
N/A4273 input Throttle(float) : "Throttle +/-1"
N/A4274 
N/A4275 spawnflags(flags) =
N/A4276 [
N/A4277 1 : "Always Think (Run physics every frame)" : 0
N/A4278 ]
N/A4279]
N/A4280 
N/A4281 
N/A4282@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :
N/A4283 "Generic driveable studiomodel vehicle."
N/A4284[
N/A4285]
N/A4286 
N/A4287@PointClass base(Targetname, Angles) studio() = point_apc_controller : "APC Controller"
N/A4288[
N/A4289 spawnflags(flags) =
N/A4290 [
N/A4291 1 : "Active" : 0
N/A4292 ]
N/A4293 
N/A4294 yawrate(string) : "Yaw rate" : "30"
N/A4295 yawtolerance(string) : "Yaw tolerance" : "15"
N/A4296 pitchrate(string) : "Pitch rate" : "0"
N/A4297 pitchtolerance(string) : "Pitch tolerance" : "20"
N/A4298 rotatestartsound(sound) : "Rotate Start Sound" : ""
N/A4299 rotatesound(sound) : "Rotate Loop Sound" : ""
N/A4300 rotatestopsound(sound) : "Rotate Stop Sound" : ""
N/A4301 minRange(string) : "Minmum target range" : "0"
N/A4302 maxRange(string) : "Maximum target range" : "0"
N/A4303 targetentityname(string) : "Name of entity I should follow/attack" : ""
N/A4304 
N/A4305 // Inputs
N/A4306 input Activate(void) : "Turn the APC rockets on"
N/A4307 input Deactivate(void) : "Turn the APC rockets off (go dormant)"
N/A4308 
N/A4309 // Outputs
N/A4310 output OnFireAtTarget(void) : "Fires when a valid target is found and the APC should shoot rockets"
N/A4311]
N/A4312 
N/A4313@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_apc :
N/A4314 "APC with mounted guns, can only be driven by a vehicle driver or a npc_apcdriver."
N/A4315[
N/A4316 missilehint(target_destination) : "Missile Hint Target" : "" : "Name of one or more info_apc_missile_hint entities to use to determine what to hit."
N/A4317 
N/A4318 //Inputs
N/A4319 input FireMissileAt(target_destination) : "A target to fire a missile at"
N/A4320 input Destroy(void) : "Causes the APC to blow up."
N/A4321 
N/A4322 // Outputs
N/A4323 output OnFiredMissile(void) : "Fired when the APC shoots a missile."
N/A4324 output OnDeath(void) : "Fired when the APC is killed."
N/A4325 output OnDamaged(void) : "Fired when the APC is damaged."
N/A4326 output OnDamagedByPlayer(void) : "Fired when the APC is damaged by the player."
N/A4327]
N/A4328 
N/A4329@SolidClass base(Targetname, Origin, Angles, EnableDisable) = info_apc_missile_hint :
N/A4330 "Something that helps APC missiles guide. If the missile can hit the associated target entity"+
N/A4331 "between the time it takes the current enemy to enter + leave the hint, then the missile will guide to the entity."
N/A4332[
N/A4333 target(target_destination) : "Target Entity" : "" : "The entity that the missile will guide towards if the conditions are met."
N/A4334]
N/A4335 
N/A4336@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_jeep :
N/A4337 "Driveable studiomodel jeep."
N/A4338[
N/A4339 input StartRemoveTauCannon(void) : "Start the tau removal sequence."
N/A4340 input FinishRemoveTauCannon(void) : "Finish the tau removal sequence."
N/A4341 
N/A4342 // FIXME: These will move into episodic
N/A4343 input LockEntrance( void ) : "Stops NPC's from entering the vehicle until unlocked."
N/A4344 input UnlockEntrance( void ) : "Allows NPC's to enter the vehicle."
N/A4345 input LockExit( void ) : "Stops NPC's from exiting the vehicle until unlocked."
N/A4346 input UnlockExit( void ) : "Allows NPC's to exit the vehicle."
N/A4347 input EnableRadar( void ) : "Turn on the Jalopy radar"
N/A4348 input DisableRadar( void ) : "Turn off the Jalopy radar"
N/A4349 input EnableRadarDetectEnemies( void ) : "Enable Jalopy radar to detect Striders and Hunters"
N/A4350 input AddBusterToCargo( void ) : "Put a striderbuster in the cargo trigger"
N/A4351 input SetCargoHopperVisibility ( bool ) : "Set the strider buster hopper thingy to be visible, or invisible."
N/A4352 
N/A4353 input DisablePhysGun(void) : "Disable physgun interactions with the jeep."
N/A4354 input EnablePhysGun(void) : "Enable physgun interactions with the jeep (default)."
N/A4355 
N/A4356 input CreateLinkController(void) : "Automatically builds and attaches a link controller to the car, which cuts the node connections under the car while the car is standing still."
N/A4357 input DestroyLinkController(void) : "Destroys the link controller created by CreateLinkController."
N/A4358 
N/A4359 
N/A4360 CargoVisible(choices): "Hopper Visible" : 0 : "Is the striderbuster cargo hopper visible?" =
N/A4361 [
N/A4362 0 : "No"
N/A4363 1 : "Yes"
N/A4364 ]
N/A4365 
N/A4366 spawnflags(Flags) =
N/A4367 [
N/A4368 1 : "HUD Locator Precache" : 0
N/A4369 ]
N/A4370 
N/A4371 
N/A4372 // FIXME: These are going to change!
N/A4373 output OnCompanionEnteredVehicle(void) : "Companion has entered the vehicle."
N/A4374 output OnCompanionExitedVehicle(void) : "Companion has exited the vehicle."
N/A4375 output OnHostileEnteredVehicle(void) : "Hostile has entered the vehicle."
N/A4376 output OnHostileExitedVehicle(void) : "Hostile has exited the vehicle."
N/A4377]
N/A4378 
N/A4379@PointClass base(BaseDriveableVehicle) studioprop() = vehicle_viewcontroller :
N/A4380 "Vehicle hack to control player view"
N/A4381[
N/A4382 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/A4383 input ForcePlayerOut(void) : "Force the player out of the vehicle."
N/A4384]
N/A4385 
N/A4386@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_airboat :
N/A4387 "Driveable studiomodel airboat."
N/A4388[
N/A4389 model(studio) : "World model" : "models/airboat.mdl"
N/A4390 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/airboat.txt"
N/A4391 EnableGun(choices) : "Has Gun" : 0 : "Whether the airboat's gun is enabled or disabled." =
N/A4392 [
N/A4393 0 : "No"
N/A4394 1 : "Yes"
N/A4395 ]
N/A4396 input EnableGun(bool) : "Enables or disables the airboat gun and associated crosshair."
N/A4397 input InputStartRotorWashForces(void) : "The airboat will start to be blown around by the helicopter rotor wash."
N/A4398 input InputStopRotorWashForces(void) : "The airboat will no longer be blown around by the helicopter rotor wash."
N/A4399]
N/A4400 
N/A4401@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_cannon :
N/A4402 "Driveable studiomodel cannon."
N/A4403[
N/A4404 
N/A4405]
N/A4406 
N/A4407@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_crane :
N/A4408 "Driveable studiomodel crane."
N/A4409[
N/A4410 magnetname(target_destination) : "Magnet entity" : ""
N/A4411 
N/A4412 input ForcePlayerIn(void) : "Force the player to get into the crane. Only works in singleplayer."
N/A4413]
N/A4414 
N/A4415@PointClass base(BaseDriveableVehicle, Parentname) studioprop() = prop_vehicle_prisoner_pod :
N/A4416 "Combine prisoner pod that the player can ride in."
N/A4417[
N/A4418 model(studio) : "World model" : "models/vehicles/prisoner_pod.mdl"
N/A4419 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/prisoner_pod.txt"
N/A4420 
N/A4421 input Open(void) : "Plays the pod's open animation and unlocks the pod for entry or exit."
N/A4422 input Close(void) : "Plays the pod's close animation and locks the pod for entry or exit."
N/A4423 input EnterVehicle(void) : "Forces the activator (or player) into the pod."
N/A4424 input EnterVehicleImmediate(void) : "Forces the activator (or player) into the pod without enter/exit animations."
N/A4425 input ExitVehicle(void) : "Boots the prisoner out of the pod."
N/A4426 
N/A4427 output OnOpen(void) : "Fired when the pod is open enough to enter."
N/A4428 output OnClose(void) : "Fired when the pod too closed to enter."
N/A4429]
N/A4430 
N/A4431 
N/A4432@PointClass base(BaseSpeaker) iconsprite("editor/ambient_generic.vmt") = env_speaker : "Announcement Speaker"
N/A4433[
N/A4434]
N/A4435 
N/A4436//-------------------------------------------------------------------------
N/A4437// Script entities
N/A4438//-------------------------------------------------------------------------
N/A4439 
N/A4440@PointClass base(Angles,Targetname,Parentname) = script_tauremoval : "Script: Custom entity used to handle the tau removal sequence in coast. (unused)"
N/A4441[
N/A4442 vortigaunt(target_destination) : "Vortigaunt to use"
N/A4443 
N/A4444 // Inputs
N/A4445 input StartScript(void) : "Start the script."
N/A4446 input RemoveTau(void) : "Start removing the Tau cannon now."
N/A4447]
N/A4448 
N/A4449@PointClass base(Targetname) = script_intro : "Script: Custom entity used to handle the intro sequence."
N/A4450[
N/A4451 // Inputs
N/A4452 input Activate(void) : "Take control of the player's view and start blending the two scenes."
N/A4453 input Deactivate(void) : "Stop controlling the view."
N/A4454 input SetCameraViewEntity(string) : "Set the viewpoint to blend with the player's viewpoint."
N/A4455 input SetBlendMode(integer) : "Set the blending mode to use."
N/A4456 input SetFOV(integer) : "Set the fov for the second camera."
N/A4457 input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend."
N/A4458 input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending."
N/A4459 input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend."
N/A4460 input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending."
N/A4461 input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters: <alpha> <duration>"
N/A4462 input SetFadeColor(string) : "Set the fade color. Parameters: <Red> <Green> <Blue>"
N/A4463 
N/A4464 alternatefovchange(choices) : "Match env_zoom's FOV transition" : 0 : "Whether the script should match env_zoom's FOV transition." =
N/A4465 [
N/A4466 0 : "No"
N/A4467 1 : "Yes"
N/A4468 ]
N/A4469]
N/A4470 
N/A4471//-------------------------------------------------------------------------
N/A4472//
N/A4473// Special effects
N/A4474//
N/A4475//-------------------------------------------------------------------------
N/A4476 
N/A4477@PointClass base(Angles,Targetname,Parentname) = env_citadel_energy_core : "Special effect for the energy cores in citadel."
N/A4478[
N/A4479 spawnflags(Flags) =
N/A4480 [
N/A4481 1 : "No small particles" : 0
N/A4482 2 : "Start on" : 0
N/A4483 ]
N/A4484 
N/A4485 scale(float) : "Scale" : 1 : "Scale of the effect. 1 is the default size, 2 is twice that, etc."
N/A4486 
N/A4487 // Inputs
N/A4488 input StartCharge(float) : "Start charging the core over specified number of seconds."
N/A4489 input StartDischarge(void) : "Start discharging the core over specified number of seconds."
N/A4490 input Stop(float) : "Stops the effect at any point."
N/A4491]
N/A4492 
N/A4493@PointClass base(Angles,Targetname,Parentname) size(-4 -4 -4, 4 4 4) color(0 0 255) line( 0 0 255, targetname, EndTargetName) = env_alyxemp : "Special effect for the Alyx's EMP device."
N/A4494[
N/A4495 Type(choices) : "EMP Type" : 0 =
N/A4496 [
N/A4497 0 : "Small"
N/A4498 1 : "Large"
N/A4499 ]
N/A4500 
N/A4501 EndTargetName(target_destination) : "Target Entity" : "" : "Entity to use as a target endpoint."
N/A4502 
N/A4503 // Inputs
N/A4504 input StartCharge(float) : "Start charging the effect over specified number of seconds."
N/A4505 input StartDischarge(void) : "Start discharging the effect over specified number of seconds."
N/A4506 input Stop(float) : "Stops the effect at any point."
N/A4507 input SetTargetEnt(string) : "Sets the target entity for the effect."
N/A4508]
N/A4509 
N/A4510 
N/A4511@PointClass = test_sidelist : "Test entity for Ken!"
N/A4512[
N/A4513 sides(sidelist) : "Sides"
N/A4514]
N/A4515 
N/A4516 
N/A4517//-------------------------------------------------------------------------
N/A4518// Countdown timer for the teleporter at the end of the game
N/A4519//-------------------------------------------------------------------------
N/A4520 
N/A4521@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/A4522[
N/A4523 // Inputs
N/A4524 input StartCountdown(float) : "Starts the teleporter countdown. Requires an argument which is the number of seconds for the countdown."
N/A4525 input StopCountdown(void) : "Stops the countdown permanently"
N/A4526 input Disable(void) : "Pauses the countdown due to a temporary malfunction. A warning sign will appear on the linked vgui screens."
N/A4527 input Enable(void) : "Restarts the countdown since the malfunction is finished."
N/A4528]
N/A4529 
N/A4530 
N/A4531 
N/A4532@PointClass base(BaseDriveableVehicle, Parentname) studioprop() = prop_vehicle_choreo_generic :
N/A4533 "Generic Choreo vehicle used for magical events."
N/A4534[
N/A4535 model(studio) : "World model" : "models/vehicles/prisoner_pod.mdl"
N/A4536 vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/choreo_vehicle.txt"
N/A4537 
N/A4538 input Open(void) : "Plays the vehicle's open animation and unlocks the vehicle for entry or exit."
N/A4539 input Close(void) : "Plays the vehicle's close animation and locks the vehicle for entry or exit."
N/A4540 input EnterVehicle(void) : "Forces the activator (or player) into the vehicle."
N/A4541 input EnterVehicleImmediate(void) : "Forces the activator (or player) into the vehicle without enter/exit animations."
N/A4542 input ExitVehicle(void) : "Boots the prisoner out of the vehicle."
N/A4543 input Viewlock(bool) : "Set true to prevent Gordon from looking around *at all*. Set false to let him look within limits."
N/A4544 input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
N/A4545 
N/A4546 output OnOpen(void) : "Fired when the vehicle is open enough to enter."
N/A4547 output OnClose(void) : "Fired when the vehicle too closed to enter."
N/A4548 
N/A4549 ignoremoveparent(choices) : "Ignore Move Parent on Exit" : 0 : "Should the player ignore this vehicle's move parent went performing exit checks." =
N/A4550 [
N/A4551 0 : "No"
N/A4552 1 : "Yes"
N/A4553 ]
N/A4554 
N/A4555 ignoreplayer(choices) : "Ignore Player collision" : 0 : "The player wont collide against this vehicle when moving around." =
N/A4556 [
N/A4557 0 : "No"
N/A4558 1 : "Yes"
N/A4559 ]
N/A4560]
N/A4561 
N/A4562@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_combineball_type :
N/A4563 "A filter that filters by combine ball type."
N/A4564[
N/A4565 balltype(choices) : "Ball Type" : 1 =
N/A4566 [
N/A4567 0 : "Not Thrown (in combine ball field, etc)"
N/A4568 2 : "Thrown/Launched by the player's physcannon"
N/A4569 3 : "Launched by point_combine_ball_launcher"
N/A4570 ]
N/A4571]
N/A4572 
N/A4573@PointClass base(Targetname) = env_entity_dissolver: "Entity Dissolver"
N/A4574[
N/A4575 input Dissolve(string) : "Dissolve target, if no target is passed it'll use the target specified in the target field."
N/A4576 target(target_destination) : "Target to Dissolve" : "" : "Targetname of the entity you want to dissolve."
N/A4577 
N/A4578 magnitude(integer) : "Magnitude" : 250 : "How strongly to push away from the center."
N/A4579 
N/A4580 
N/A4581 dissolvetype(choices) : "Dissolve Type" : "Energy" =
N/A4582 [
N/A4583 0 : "Energy"
N/A4584 1 : "Heavy electrical"
N/A4585 2 : "Light electrical"
N/A4586 3 : "Core Effect"
N/A4587 ]
N/A4588]
N/A4589 
N/A4590@PointClass base(Targetname, Angles) studio("models/props_combine/coreball.mdl") = prop_coreball: "Core Ball"
N/A4591[
N/A4592 input SetScaleX(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A4593 input SetScaleY(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A4594 input SetScaleZ(vector) : "Scales the coreball in one Axis. Params: <New Size>
N/A4595]
N/A4596 
N/A4597@PointClass base(Targetname, Studiomodel, Angles, RenderFields) studioprop() = prop_scalable : "Scalable Prop"
N/A4598[
N/A4599 input SetScaleX(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A4600 input SetScaleY(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A4601 input SetScaleZ(vector) : "Scales the prop in one Axis. Params: <New Size>
N/A4602]
N/A4603 
N/A4604@PointClass base(Targetname, Angles) sphere(radius) sphere(inner_radius) = point_push: "Point Push"
N/A4605[
N/A4606 spawnflags(Flags) =
N/A4607 [
N/A4608 1 : "Test LOS before pushing" : 0
N/A4609 2 : "Use angles for push direction" : 0
N/A4610 4 : "No falloff (constant push at any distance)" : 0
N/A4611 8 : "Push players" : 1
N/A4612 16 : "Push physics" : 1
N/A4613 ]
N/A4614 
N/A4615 enabled(choices) : "Start Enabled"  : 1 =
N/A4616 [
N/A4617 0 : "No"
N/A4618 1 : "Yes"
N/A4619 ]
N/A4620 
N/A4621 magnitude(float) : "Magnitude" : 100 : "How strongly to push away from the center."
N/A4622 radius(float) : "Radius" : 128 : "Radius to affect items in."
N/A4623 inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere."
N/A4624 
N/A4625 input Enable(void) : "Enable the push."
N/A4626 input Disable(void): "Disable the push."
N/A4627]
N/A4628 
N/A4629@NPCClass base(Targetname, Angles, BaseFadeProp, Global) studio("models/antlion_grub.mdl") sphere(fademindist) sphere(fademaxdist) = npc_antlion_grub :
N/A4630 "Antlion grub"
N/A4631[
N/A4632 spawnflags(Flags) =
N/A4633 [
N/A4634 1 : "Do not automatically attach to surface" : 0
N/A4635 ]
N/A4636 
N/A4637 input Squash( void ) : "Squash the grub!"
N/A4638 
N/A4639 output OnAgitated( void ) : "Fired when the grub is stepped on or damaged."
N/A4640 output OnDeath( void ) : "Fired when the grub is killed."
N/A4641 output OnDeathByPlayer( void ) : "Fired when the grub is killed (only by the player)."
N/A4642]
N/A4643 
N/A4644 
N/A4645@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) studio("models/magnusson_device.mdl") = weapon_striderbuster :
N/A4646 "Strider Buster"
N/A4647[
N/A4648 spawnflags(Flags) =
N/A4649 [
N/A4650 8388608 : "Don't use game_weapon_manager" : 0
N/A4651 ]
N/A4652 
N/A4653 dud(choices) : "Dud Bomb" : 0 : "This striderbuster is not armed (to be used for training)." =
N/A4654 [
N/A4655 0 : "No"
N/A4656 1 : "Yes"
N/A4657 ]
N/A4658 
N/A4659 output OnAttachToStrider(void) : "Fired when the striderbuster successfully attaches to a strider."
N/A4660 output OnDetonate(void) : "Fired when the striderbuster detonates."
N/A4661 output OnShatter(void) : "Fired when the striderbuster shatters without detonating."
N/A4662 output OnShotDown(void) : "Fired when the striderbuster shatters after being shot down by Hunters"
N/A4663]
N/A4664 
N/A4665@PointClass base(Targetname, Parentname) sphere(radius) = point_flesh_effect_target : "Flesh Effect Target"
N/A4666[
N/A4667 radius(float) : "Radius" : 8 : "Radius of the effect when active"
N/A4668 
N/A4669 input SetRadius(vector) : "Sets a new radius and time to interpolate to it(as a vector <Size>
N/A4670]
N/A4671