diff --git a/base.fgd b/base.fgd index 4d0b493..29bebae 100644 --- a/base.fgd +++ b/base.fgd @@ -90,8 +90,8 @@ // Inputs input DisableShadow(void) : "Turns shadow off." input EnableShadow(void) : "Turns shadow on." - input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)." - input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)." + input DisableReceivingFlashlight(void) : "This object will not receive light or shadows from projected textures (flashlights)." + input EnableReceivingFlashlight(void) : "This object may receive light or shadows from projected textures (flashlights)." input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates" input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over." input SetBodyGroup(integer) : "Sets this model's body group (from 0 - n). You'd better know what you are doing!" @@ -270,8 +270,9 @@ 4: "Solid" 5: "Additive" 7: "Additive Fractional Frame" + 8: "Alpha Add" 9: "World Space Glow" - 10: "Dont Render" + 10: "Don't Render" ] renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode." rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." @@ -486,7 +487,7 @@ ] health(integer) : "Strength" : 1 : "Number of points of damage to take before breaking. 0 means don't break." - material(choices) :"Material Type" : 0 : "Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken." = + material(choices) : "Material Type" : 0 : "Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken." = [ 0: "Glass" 1: "Wood" @@ -592,7 +593,7 @@ target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning." squadname(String) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, take turns attacking and covering each other, etc. Squads work differently from NPC to NPC and some don't support them by default." hintgroup(String) : "Hint Group" : "" : "Hint groups are used by NPCs to restrict their hint searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC." - hintlimiting(choices) : "Hint Limit Nav" : 0 : "Limits NPC to using its specified hint group for navigation requests, but does not limit local navigation." = + hintlimiting(choices) : "Hint Limit Nav" : 0 : "Limits NPC to using it's specified hint group for navigation requests, but does not limit local navigation." = [ 0 : "No" 1 : "Yes" @@ -844,7 +845,7 @@ @BaseClass base( BaseNPC ) = BaseHelicopter [ - InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned." + InitialSpeed(float) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned." target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning." AllowAnyDamage(Choices) : "Allows any damage" : 0 : "Allows this NPC to take any amount of any type of damage, including bullet or melee damage. This is supposed to allow this NPC to be taken down in a previously impossible way and should be used with an actual damage filter." = @@ -902,7 +903,7 @@ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" - 11: "Slow pulse, noblack" + 11: "Slow pulse, no black" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" @@ -911,14 +912,15 @@ 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" + 12 : "Underwater light mutation" ] pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." _constant_attn(string) : "Constant" : "0" _linear_attn(string) : "Linear" : "0" _quadratic_attn(string) : "Quadratic" : "1" - _fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters." + _fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic parameters." _zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use." - _hardfalloff(integer) : "Hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully." + _hardfalloff(integer) : "Hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lighting if not used carefully." // Inputs input TurnOn(void) : "Turn the light on." input TurnOff(void) : "The the light off." @@ -1050,7 +1052,7 @@ [ 1: "[1] Clients" : 1 2: "[2] NPCs" : 0 - 4: "[4] Pushables": 0 + 4: "[4] Pushables" : 0 8: "[8] Physics Objects" : 0 8192: "[8192] Items (weapons, items, projectiles)" : 0 16: "[16] Only player ally NPCs" : 0 @@ -1190,7 +1192,7 @@ 22: "Random pitch fast" 23: "Incremental Spinup" 24: "Alien" - 25: "Bizzare" + 25: "Bizarre" 26: "Planet X" 27: "Haunted" ] @@ -1462,7 +1464,7 @@ rendercolor(color255) : "Base Color (R G B)" : "255 255 255" - renderamt(integer) : "Translucency" : 255 + renderamt(integer) : "Alpha" : 255 // Inputs input TurnOn(void) : "Turn on the smokestack." @@ -1603,7 +1605,7 @@ // TODO: Allow specifying radius within with you must be in order to +use to get on the ladder ] -@PointClass base(Parentname) size( -16 -16 0, 16 16 4 ) color(255 128 255)= info_ladder_dismount : +@PointClass base(Parentname) size( -16 -16 0, 16 16 4 ) color(255 128 255) = info_ladder_dismount : "An entity to handle endpoints for multiple ladders that are too close to each other." [ target(target_destination) : "LadderName" : : "If multiple ladders are near multiple endpoints, use this to stop them from interfering with each other." @@ -1673,7 +1675,7 @@ 1 : "Yes" ] - solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." = + solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush." = [ 0 : "No" 1 : "Yes" @@ -1686,7 +1688,7 @@ input Alpha(integer) : "Sets the brush's alpha value." input SetExcluded( target_destination ) : "Change the NPC class excluded from collisions" - input SetInvert( integer ) : "Set the state of invversion for NPC class exclusion (0 or 1)" + input SetInvert( integer ) : "Set the state of inversion for NPC class exclusion (0 or 1)" ] //------------------------------------------------------------------------- @@ -1787,7 +1789,7 @@ //------------------------------------------------------------------------- @PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio() = cycler : - "An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations." + "An entity used to display a model for testing purposes. Shooting it will cycle through the model's animations." [ spawnflags(flags) = [ @@ -1829,13 +1831,13 @@ input Shoot(void) : "Force the gibshooter to create and shoot a gib." ] -@PointClass base(Targetname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam : +@PointClass base(Targetname, RenderFxChoices, Parentname) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam : "An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around." [ renderamt(integer) : "Brightness (1 - 255)" : 100 rendercolor(color255) : "Beam Color (R G B)" : "255 255 255" Radius(integer) : "Radius" : 256 : "If the 'Random Strike' spawnflag is set, this radius determines the area within which the endpoints will randomly strike." - life(string) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever." + life(float) : "Life (seconds 0 = infinite)" : "1" : "Amount of time before the beam dies. Setting to zero will make the beam stay forever." BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam." NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam." @@ -2021,7 +2023,7 @@ 64: "[64] No Sound" : 0 128: "[128] Random Orientation" : 0 256: "[256] No Fireball Smoke" : 0 - 512: "[512] No particles" : 0 + 512: "[512] No Particles" : 0 1024: "[1024] No DLights" : 0 2048: "[2048] Don't clamp Min" : 0 4096: "[4096] Don't clamp Max" : 0 @@ -2106,13 +2108,13 @@ // This has been disabled until it can be reimplemented, destroyed, or renamed - jdw //@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_splash : -// "Can be used to create either a spash effect or a stream of falling or spurting liquid." + +// "Can be used to create either a splash effect or a stream of falling or spurting liquid." + // "Will create a splash decal on the collided surface the same color as the liquid" //[ // spawnrate(float) : "SpawnRate" : "10" : "How many particles some out" // startcolor(color255) : "StartColor" : "100 100 100" : "Color of particles when the are emitted" // endcolor(color255) : "EndColor" : "240 110 0" : "Color that particles approach" -// speed(float) : "Speed" : 3 : "Averate speed of an emitted particles" +// speed(float) : "Speed" : 3 : "Average speed of an emitted particles" // speedrange(float) : "SpeedRange" : 1 : "Speed range of an emitted particles" // widthmin(float) : "WidthMin" : 2 : "Width of smallest particle emitted" // widthmax(float) : "WidthMax" : 8 : "Width of largest particle emitted" @@ -2297,7 +2299,7 @@ rendercolor(color255) : "Color (R G B)" : "255 255 255" JetLength(integer) : "Length of steam jet" : 80 : "The length of the jet determines the lifetime of each particle." renderamt(integer) : "Translucency" : 255 - rollspeed(float) : "How fast does the particles spin" : 8 + rollspeed(float) : "How fast do the particles spin" : 8 // Inputs input TurnOn(void) : "Turns the steam jet on." @@ -2396,7 +2398,7 @@ [ 1: "[1] GlobalShake" : 0 //2: "[2] Disrupt player control" : 0 // doesn't work - 4: "[4] In Air" : 0 // shakes objects even if they are not onground + 4: "[4] In Air" : 0 // shakes objects even if they are not on the ground 8: "[8] Physics" : 0 // shakes physically as well as the camera 16: "[16] Ropes" : 0 // shakes ropes too. 32: "[32] DON'T shake view (for shaking ropes or physics only)" : 0 @@ -2410,7 +2412,7 @@ // Inputs input Amplitude(string) : "Set the amplitude (0-16)" - input Frequency(string) : "Set the frequence. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble." + input Frequency(string) : "Set the frequency. Should be a value between 0 and 255, where 0.1 = jerk, and 255.0 = rumble." input StartShake(void) : "Start the shake." input StopShake(void) : "Stop the shake." ] @@ -2467,7 +2469,7 @@ spawnflags(flags) = [ 2 : "[2] On fire" : 0 - 4 : "[4] strict remove after lifetime" : 0 + 4 : "[4] Strict remove after lifetime" : 0 ] nogibshadows(choices) :"Disable Shadows on Gibs" : 0 = @@ -2567,7 +2569,7 @@ @PointClass base(Targetname,Parentname,EnableDisable) sphere(radius) iconsprite("editor/env_soundscape.vmt") line(255 255 255, targetname, position0) line(255 255 255, targetname, position1) line(255 255 255, targetname, position2) line(255 255 255, targetname, position3) line(255 255 255, targetname, position4) line(255 255 255, targetname, position5) line(255 255 255, targetname, position6) line(255 255 255, targetname, position7) = env_soundscape : "An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius." [ - radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)." + radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as they can see it (regardless of distance to it)." soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." = [ "Nothing" : "Nothing" @@ -2587,7 +2589,7 @@ // Inputs input Enable(void) : "Enable the soundscape." - input Disabled(void) : "Disable the soundscape." + input Disable(void) : "Disable the soundscape." input ToggleEnabled(void) : "Toggle the soundscape enabled state." // Outputs @@ -2827,7 +2829,7 @@ [ weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit." maxpieces(integer) : "Max Allowed in Level" : 0 : "The maximum amount of the specified weapon type allowed in the world." - ammomod(float) : "Ammo modifier" : 1 : "Modifier for ammount of ammo dropped by a weapon." + ammomod(float) : "Ammo modifier" : 1 : "Modifier for amount of ammo dropped by a weapon." // Inputs input SetAmmoModifier(float): "Adjust the ammo modifier." @@ -2856,7 +2858,7 @@ [ spawnflags(flags) = [ - 1 : "[1] Remove On fire" : 0 + 1 : "[1] Remove On fired" : 0 2 : "[2] Kill Player" : 0 4 : "[4] Gib Player" : 0 ] @@ -3252,7 +3254,7 @@ // Inputs input Deactivate(void) : "Return Player Control." - input Activate(string) : "Take Player Control." + input Activate(void) : "Take Player Control." input GetButtons(void) : "Fires OutButtons with the player's current button flags." @@ -3434,8 +3436,8 @@ uv1(vector) readonly : "Overlay Point 2(Read-Only)" uv2(vector) readonly : "Overlay Point 3(Read-Only)" uv3(vector) readonly : "Overlay Point 4(Read-Only)" - fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)." - fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)." + fademindist(float) : "Start Fade Distance" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)." + fademaxdist(float) : "End Fade Distance" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)." ] @PointClass size(-8 -8 -8, 8 8 8) sidelist(sides) sidelist(sides2) overlay_transition() = info_overlay_transition : "Overlay Transition" @@ -3697,7 +3699,7 @@ // This is obsolete, info_target is all you need now. @PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination : - "An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead." + "An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target should be used instead." [ ] @@ -3717,7 +3719,7 @@ 1 : "[1] Force human permission" : 0 2 : "[2] Force small_centered permission" : 0 4 : "[4] Force wide_human permission" : 0 - 8 : "[8] Force tiny permissiont" : 0 + 8 : "[8] Force tiny permission" : 0 16 : "[16] Force wide_short permission" : 0 32 : "[32] Force medium permission" : 0 64 : "[64] Force tiny_centered permission" : 0 @@ -4050,8 +4052,8 @@ maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename" fadeInDuration(float) : "Lookup Fade In Duration" : "0.0" : "Duration of fade in on when enabled." - fadeOutDuration(float) : "Lookup Fade out Duration" : "0.0" : "Dration of fade out on when disabled." - exclusive(choices) : "Exlusive" : 0 : "An exclusive color_correction entity disables and fades out all other color corrections when it is enabled. There should only be one active exclusive color_correction ent at any time." = + fadeOutDuration(float) : "Lookup Fade out Duration" : "0.0" : "Duration of fade out on when disabled." + exclusive(choices) : "Exclusive" : 0 : "An exclusive color_correction entity disables and fades out all other color corrections when it is enabled. There should only be one active exclusive color_correction ent at any time." = [ 0 : "No" 1 : "Yes" @@ -4079,7 +4081,7 @@ @SolidClass base(Targetname, EnableDisable ) = color_correction_volume : "An entity to control the color correction in the map." [ - fadeDuration(float) : "Lookup Fade Duration" : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit" + fadeDuration(float) : "Lookup Fade Duration" : "10.0" : "This is the duration for the lookup to fade in/out on entry/exit" maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename" ] @@ -4131,8 +4133,8 @@ speed(integer) : "Speed" : 100 : "The speed that the brush moves, in units per second." movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in units." blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the brushes, per frame." - startsound(sound) : "Sound played when the brush starts moving." - stopsound(sound) : "Sound played when the brush stops moving." + startsound(sound) : "Start Sound" : : "Sound played when the brush starts moving." + stopsound(sound) : "Stop Sound" : : "Sound played when the brush stops moving." // Inputs input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))." @@ -4280,7 +4282,7 @@ Width(float) : "Width" : "2" : "Width of the rope." - TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." + TextureScale(float) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." Collide(choices) : "Collide with world" : 0 = [ @@ -4304,7 +4306,7 @@ // Inputs input SetScrollSpeed(float) : "Set the speed at which the texture scrolls." - input SetForce(string) : "Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z)." + input SetForce(vector) : "Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z)." input SetSlack(integer) : "Set the rope's slack. (Wind may need to be enabled for changes to apply)" input SetWidth(float) : "Set the rope's width." input SetSubdivision(integer) : "Set the rope's subdivision. (Wind may need to be enabled for changes to apply)" @@ -4392,9 +4394,9 @@ 18: "small tech deny" 19: "click and combine screen fuzz" 20: "roomy beep" - 21: "lever or wheel: turn + move sqeek" + 21: "lever or wheel: turn + move squeak" 22: "lever or wheel: latch + release gas" - 23: "lever or wheel: ratchet + sqeek" + 23: "lever or wheel: ratchet + squeak" 24: "lever or wheel: large ratchet" 25: "lever or wheel: clanky + gas release" 26: "lever or wheel: latch + large metal thud" @@ -4479,7 +4481,7 @@ _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." ] -@SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable) = func_rot_button : +@SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable, DamageFilter) = func_rot_button : "A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position." [ //master(target_destination) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." @@ -4548,7 +4550,7 @@ 8192: "[8192] Jiggle when used while locked" : 0 ] _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." - startposition(float) : "Start Position" : 0 : "Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." + startposition(float) : "Start Position" : 0 : "Position when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'." startdirection(choices) : "Start Direction" : "Forward" = [ -1 : "Forward" // Reverses upon USE, so are @@ -4591,7 +4593,7 @@ startclosesound(sound) : "Start Close Sound" : : "(Optional) Sound to play when the door starts closing." closesound(sound) : "Stop Close Sound" : : "(Optional) Sound to play when the door stops closing." wait(integer) : "Delay Before Reset (-1 stay)" : 4 : "Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself." - lip(integer) : "Lip" : 0 : "The amount, in units, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall." + lip(integer) : "Lip" : 0 : "The amount, in units, of the door to leave sticking out of the wall when pressed. Negative values make the door recede into the wall." dmg(integer) : "Blocking Damage" : 0 : "Amount of damage done to entities that block the movement of this door, per frame." forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." = [ @@ -4623,7 +4625,7 @@ 8: "[8] Passable" : 0 32: "[32] Toggle" : 0 256:"[256] Use Opens" : 0 - 512: "[512] NPCs Can't" : 0 + 512: "[512] NPCs Can't Open" : 0 1024: "[1024] Touch Opens" : 0 2048: "[2048] Starts locked" : 0 4096: "[4096] Door Silent" : 0 @@ -4721,9 +4723,10 @@ hardware(choices) : "Hardware Type" : 1 = [ 0 : "" - 1 : "Lever" + 1 : "Lever (Handle)" 2 : "Push bar" 3 : "Keypad" + 4 : "Combine Lock (Mapbase Door Models)" ] ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed." @@ -4762,7 +4765,7 @@ spawnflags(flags) = [ 256 : "[256] Start with collision disabled" : 0 - 512: "[512] NPCs Can't" : 0 + 512: "[512] NPCs Can't Open" : 0 2048: "[2048] Starts locked" : 0 4096: "[4096] Door silent (No sound, and does not alert NPCs)" : 0 8192: "[8192] Use closes" : 1 @@ -4831,7 +4834,7 @@ [ cubemapsize(choices) : "Cubemap Size" : 0 = [ - 0 : "Default" + 0 : "Default (32x32)" 1 : "1x1" 2 : "2x2" 3 : "4x4" @@ -4862,9 +4865,9 @@ Color(color255) : "Particle Color (R G B)" : "255 255 255" SpawnRate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second." - SpeedMax(string) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning." - LifetimeMin(string) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'." - LifetimeMax(string) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this." + SpeedMax(integer) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning." + LifetimeMin(integer) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'." + LifetimeMax(integer) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this." DistMax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance." Frozen(choices) : "Frozen" : 0 : "When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive." = @@ -4970,7 +4973,7 @@ [ spawnflags(Flags) = [ - 1 : "[1] Remove on fire" : 1 + 1 : "[1] Remove after fire" : 1 ] globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." = @@ -5004,7 +5007,7 @@ [ target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active." targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'." - wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag." + wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactivate, set the 'Infinite Hold Time' spawnflag." moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move. This can actually be literally any entity, but don't worry about that." interpolatepositiontoplayer(choices) : "Interpolate Position To Player" : 0 : "Gradually interpolate player's position to here on start. (Episodic only)" = [ @@ -5020,14 +5023,14 @@ 8: "[8] Infinite Hold Time" : 0 16:"[16] Snap to goal angles" : 0 32:"[32] Make Player non-solid" : 0 - 64:"[64] Interruptable by Player" : 0 + 64:"[64] Interruptible by Player" : 0 128:"[128] Set FOV" : 0 256:"[256] Allow fixed behavior (can move without look target, removal stops softlock, etc.)" : 1 ] - speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track." - acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." - deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds." + speed(float) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track." + acceleration(float) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." + deceleration(float) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds." fov(float) : "FOV" : "75" : "The player's FOV when using this camera. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this." fov_rate(float) : "FOV rate" : "0" : "How quickly the FOV should be set. Be sure to have the 'Set FOV' spawnflag enabled if you want to use this." @@ -5050,17 +5053,17 @@ @PointClass base(Targetname) = point_posecontroller : "An entity that controls a pose parameter of a prop and cycles the pose clientside." [ - PropName(target_destination) : "Target" : : "Name of the prop to control. Can be any animating entity." + PropName(target_destination) : "Prop Targetname" : : "Name of the prop to control. Can be any animating entity." PoseParameterName(string) : "Pose Parameter Name" : : "Name of the pose parameter to control." PoseValue(float) : "Pose Parameter Value" : "0.0" : "Normalized value for the pose parameter from 0.0 and 1.0 (maps to min and max range)." - InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolue pose values." + InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolute pose values." InterpolationWrap(choices) : "Should wrap from 0.0 to 1.0 when interpolating." : 0 = [ 0 : "No" 1 : "Yes" ] CycleFrequency(float) : "Cycle Frequency" : "0.0" : "Base cycles per second from -10.0 to 10.0." - FModulationType(choices) : "Frequency Modulation Type" : 0 = + FModType(choices) : "Frequency Modulation Type" : 0 = [ 0: "None" 1: "Sine" @@ -5229,7 +5232,7 @@ "There is currently no way to remove inputs." [ // Keys - IntegerValue(string) : "Reference Value (optional)" : : "The value all inputs are compared to if ''Should use Reference Value'' is enabled." + IntegerValue(integer) : "Reference Value (optional)" : : "The value all inputs are compared to if ''Should use Reference Value'' is enabled." ShouldComparetoValue(choices) : "Should use Reference Value" : 0 : "If enabled, all inputs are compared to the reference value. If not enabled, they are instead compared to the last input added." = [ 0 : "No" @@ -5237,7 +5240,7 @@ ] // Inputs - input InputValue(string) : "Adds a value to our set of inputs and fires CompareValues automatically, comparing existing inputs to this one if set to do so." + input InputValue(integer) : "Adds a value to our set of inputs and fires CompareValues automatically, comparing existing inputs to this one if set to do so." input InputValueNoFire(string) : "Adds a value to our set of inputs without firing CompareValues." input SetReferenceValue(string) : "Sets our reference value." input CompareValues(void) : "Compares the values and fires appropriate outputs." @@ -5256,14 +5259,14 @@ 1: "[1] Only trigger once" : 0 2: "[2] Allow fast retrigger" : 0 ] - OnTriggerChance1(float) : "OnTrigger1 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger1 output firing when this entity is triggered." - OnTriggerChance2(float) : "OnTrigger2 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger2 output firing when this entity is triggered." - OnTriggerChance3(float) : "OnTrigger3 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger3 output firing when this entity is triggered." - OnTriggerChance4(float) : "OnTrigger4 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger4 output firing when this entity is triggered." - OnTriggerChance5(float) : "OnTrigger5 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger5 output firing when this entity is triggered." - OnTriggerChance6(float) : "OnTrigger6 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger6 output firing when this entity is triggered." - OnTriggerChance7(float) : "OnTrigger7 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger7 output firing when this entity is triggered." - OnTriggerChance8(float) : "OnTrigger8 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger8 output firing when this entity is triggered." + OnTriggerChance0(float) : "OnTrigger1 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger1 output firing when this entity is triggered." + OnTriggerChance1(float) : "OnTrigger2 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger2 output firing when this entity is triggered." + OnTriggerChance2(float) : "OnTrigger3 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger3 output firing when this entity is triggered." + OnTriggerChance3(float) : "OnTrigger4 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger4 output firing when this entity is triggered." + OnTriggerChance4(float) : "OnTrigger5 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger5 output firing when this entity is triggered." + OnTriggerChance5(float) : "OnTrigger6 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger6 output firing when this entity is triggered." + OnTriggerChance6(float) : "OnTrigger7 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger7 output firing when this entity is triggered." + OnTriggerChance7(float) : "OnTrigger8 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger8 output firing when this entity is triggered." // Inputs input Trigger(void) : "Trigger this entity, causing its OnTrigger outputs to fire if it is enabled." @@ -5416,11 +5419,11 @@ 1 : "Yes" ] - LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'." - UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this." + LowerRandomBound(float) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'." + UpperRandomBound(float) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this." RefireTime(string) : "Refire Interval" : : "If 'Use Random Time' isn't set, this is the time between timer fires, in seconds." - UseBoundsForTimerInputs(choices) : "Limit Timer Inputs" : 0 : "Allows the Minumum/Maximum Random Interval keyvalues to limit the total timer value when it receives AddToTimer or SubtractFromTimer inputs." = + UseBoundsForTimerInputs(choices) : "Limit Timer Inputs" : 0 : "Allows the Minimum/Maximum Random Interval keyvalues to limit the total timer value when it receives AddToTimer or SubtractFromTimer inputs." = [ 0 : "No" 1 : "Yes" @@ -5836,8 +5839,8 @@ 1 : "[1] Enable AutoSpawn (will spawn whenever there's room)" : 0 2 : "[2] AutoSpawn: Wait for entity destruction" : 0 4 : "[4] AutoSpawn: Even if the player is looking" : 0 - 8 : "[8] ForceSpawn: Only if there's room" : 0 - 16 : "[16] ForceSpawn: Only if the player isn't looking" : 0 + 8 : "[8] ForceSpawn (input): Only if there's room" : 0 + 16 : "[16] ForceSpawn (input): Only if the player isn't looking" : 0 ] EntityTemplate(target_destination) : "Point_template To Spawn" : "" : "Name of the point_template to spawn here." @@ -6282,7 +6285,7 @@ // Outputs output OutValue(float) : "Outputs with a brightness equivalent to the current letter." output OutLetter(string) : "Outputs with the current letter itself." - output OnLightOn(void) : "Fires when the current letter is equivalnt to 'on' (greater than a)." + output OnLightOn(void) : "Fires when the current letter is equivalent to 'on' (greater than a)." output OnLightOff(void) : "Fires when the current letter is equivalent to 'off' (equal to a)." ] @@ -6637,7 +6640,7 @@ Conditions(string) : "Conditions (advanced)" : : "Allows you to specify exactly which conditions to monitor, either by their actual integer ID or their string name. Separate multiple conditions with colons: 'COND_BEHIND_ENEMY:COND_ENEMY_OCCLUDED:11'" Schedules(string) : "Schedules (advanced)" : : "Allows you to specify exactly which schedules to monitor, either by their actual integer ID or their string name. Separate multiple schedules with colons: 'SCHED_INVESTIGATE_SOUND:SCHED_COMBAT_FACE:14'" - TranslateSchedules(choices) : "Translate shcedules" : 0 : "Translates schedules based on each NPC's behavior each time they're checked. This depends on how the NPC remaps that schedule, which may be either their own version of it or something completely different that may not be desirable. The performance impact of this setting is not known." = + TranslateSchedules(choices) : "Translate schedules" : 0 : "Translates schedules based on each NPC's behavior each time they're checked. This depends on how the NPC remaps that schedule, which may be either their own version of it or something completely different that may not be desirable. The performance impact of this setting is not known." = [ 0 : "No" 1 : "Yes" @@ -6976,7 +6979,7 @@ spawnflags(Flags) = [ - 1 : "[1] Do not lose target if already aquired but filter failed." : 0 + 1 : "[1] Do not lose target if already acquired but filter failed." : 0 ] ] @@ -6994,7 +6997,7 @@ "A filter that filters by the response contexts of the activator." [ ResponseContext(string) : "Filter Context" : : "The context(s) to filter by. Syntax is 'key:value,key:value'. "+ - "Values in this field can use wilcards. For example, if this filter contains 'lastname:*', it will pass any entity with the context 'lastname', regardless of its value. "+ + "Values in this field can use wildcards. For example, if this filter contains 'lastname:*', it will pass any entity with the context 'lastname', regardless of its value. "+ "Wildcards do not apply to context names and you cannot define the same context multiple times, but inputs like AddContext or RemoveContext can be used to add to the filter context." any(choices) : "Pass if entity has any of these contexts" : 0 : "Should this filter only pass if the entity contains all of these contexts or can it pass if the entity has at least one of them?" = @@ -7556,7 +7559,7 @@ attach2(target_destination) : "Entity 2" : "" constraintsystem(target_destination) : "Constraint System Manager" : "" : "The name of a phys_constraintsystem that this constraint should be a part of. All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation." - forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrainted objects." + forcelimit(float) : "Force Limit to Break (lbs)" : "0" : "The amount of force an impact must apply to the constraint to break it. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the constrained objects." torquelimit(float) : "Torque Limit to Break (lbs * distance)" : "0" : "The amount of torque required to break the constraint. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint." breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken." teleportfollowdistance(float) : "Follow teleport distance" : "0" : "If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position." @@ -7861,9 +7864,9 @@ @PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor : "An entity that tries to spin a target entity at a particular speed." [ - speed(string) : "Rotation Speed" : "0" : "Angular speed (units are degress/second)" + speed(string) : "Rotation Speed" : "0" : "Angular speed (units are degrees/second)" spinup(string) : "Spin up time" : "1" : "spin up time in seconds (also affects the rate at which speed changes happen)" - inertiafactor(float) : "System Interia Scale" : "1.0" : "Make this larger if the object being driven is constrained to a set of heavier objects." + inertiafactor(float) : "System Inertia Scale" : "1.0" : "Make this larger if the object being driven is constrained to a set of heavier objects." axis(vecline) : "Rotation Axis" : "" spawnflags(flags) = @@ -7971,8 +7974,8 @@ @BaseClass = BaseFadeProp [ - fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)." - fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)" + fademindist(float) : "Start Fade Distance" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)." + fademaxdist(float) : "End Fade Distance" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)" 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." + " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." + " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances." @@ -8116,7 +8119,7 @@ output OnOut(void) : "Fired whenever the prop completes its 'Out' animation." ] -@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, RenderFields, DXLevelChoice, BaseFadeProp) = BasePropPhysics +@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, RenderFields, DXLevelChoice, BaseFadeProp, Parentname, DamageFilter) = BasePropPhysics [ spawnflags(flags) = [ @@ -8131,7 +8134,7 @@ 1024: "[1024] Prevent motion enable on player bump" : 0 4096: "[4096] Debris with trigger interaction" : 0 8192: "[8192] Force server-side (Multiplayer only)" : 0 - 16384: "[16384] Radius pickup (easier to pickup)" : 0 + 16384: "[16384] Radius pickup (Easier to pickup)" : 0 1048576: "[1048576] Physgun can ALWAYS pick up. No matter what." : 0 2097152: "[2097152] No collisions" : 0 8388608: "[8388608] Zombies can't swat" : 0 @@ -8146,7 +8149,7 @@ 1: "Sharp" ] - nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the brush to move." = + nodamageforces(choices) : "Damaging it Doesn't Push It" : 0 : "Used to determine whether or not damage should cause the prop to move." = [ 0: "No" 1: "Yes" @@ -8186,7 +8189,7 @@ output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds." ] -@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override : +@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override : "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+ "or other constraints. It can also be configured to break when it takes enough damage. Props not meant to be used with prop_physics (dynamic or static props) can be used with this and it can also override health or interactions." [ @@ -8219,7 +8222,7 @@ input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale." ] -@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics : +@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics : "A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+ "or other constraints. It can also be configured to break when it takes enough damage. "+ "Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+ @@ -8344,7 +8347,7 @@ @SolidClass base(func_areaportal) color(0 255 255) = func_areaportal_oneway : "An areaportal that is only open when viewed from one direction." [ origin_(origin) readonly : "Origin" : : "Point from which the areaportal's location is determined (they are a special case and cannot use the normal value). Read-only." - group(string) : "One-way group" : : "Optimisation: oneway portals in the same group share a single closed/open state. Use this, for example, on walls full of one-way windows." + group(string) : "One-way group" : : "Optimization: oneway portals in the same group share a single closed/open state. Use this, for example, on walls full of one-way windows." onewayfacing(angle) : "Open direction" : "0 0 0" : "The portal will be open when the player is within 90 degrees of this direction." avoidpop(choices) : "Avoid latency pop" : 0 : "Enable this if it becomes noticeable that the portal stays closed momentarily after the player walks past it. The portal will open 80 units in advance." = [ @@ -8352,9 +8355,9 @@ 1 : "Yes" ] - input DisableOneWay(void) : "Disable the one-way behaviour of the portal." - input EnableOneWay(void) : "Enable the one-way behaviour of the portal." - input ToggleOneWay(void) : "Toggle the one-way behaviour of the portal." + input DisableOneWay(void) : "Disable the one-way behavior of the portal." + input EnableOneWay(void) : "Enable the one-way behavior of the portal." + input ToggleOneWay(void) : "Toggle the one-way behavior of the portal." input InvertOneWay(void) : "Flip the one-way direction." ] @@ -8508,7 +8511,7 @@ @PointClass sphere(max_range) sphere(LoudPanicRange) sphere(QuietPanicRange) = func_fish_pool : "Creates a school of interactive fish that swim near this entity." [ - model(studio) : "World model" : "models/Junkola.mdl" + model(studio) : "World model" : : "World model to appear as." skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to make each fish use that skin instead of the default." fish_count(integer) : "Fish Count" : 10 : "Number of Fish in this Pool" max_range(float) : "Max Range" : 150 : "How far away a Fish can wander (max 255)" @@ -8517,7 +8520,7 @@ QuietPanicRange(float) : "Quiet Panic Range" : 75 : "How far away a quiet event (a footstep) has to be to make the fish in this pool panic." // Inputs - input SpawnFish(void) : "Spawns an additonal fish. This ignores the fish count keyvalue." + input SpawnFish(void) : "Spawns an additional fish. This ignores the fish count keyvalue." input PanicLoudFromPoint(vector) : "Causes a loud panic event at the specified location vector." input PanicQuietFromPoint(vector) : "Causes a quiet panic event at the specified location vector." input Skin(integer) : "Changes the fish skin to the specified number." @@ -8548,7 +8551,7 @@ 8: "heavy elev" 9: "rack elev" 10: "rail elev" - 11: "squeek elev" + 11: "squeak elev" 12: "odd elev 1" 13: "odd elev 2" ] @@ -8561,7 +8564,7 @@ 4: "heavy elev stop" 5: "rack stop" 6: "rail stop" - 7: "squeek stop" + 7: "squeak stop" 8: "quick stop" ] volume(string) : "Sound Volume 0.0 - 1.0" : "0.85" @@ -8592,6 +8595,7 @@ [ 1 : "[1] No Pitch (X-rot)" : 0 2 : "[2] No User Control" : 0 + 4 : "[4] Forward Only" : 0 8 : "[8] Passable" : 0 16 : "[16] Fixed Orientation" : 0 128 : "[128] Rideable Train (HL1 Train)" : 0 @@ -8723,7 +8727,7 @@ @PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai : "Train chase AI" // NEEDHELP [ - target(target_destination) : "Train Name" + TargetEntity(target_destination) : "Target" : : "The entity that the train should move towards." startsound(sound) : "Start Moving Sound" : "vehicles/diesel_start1.wav" enginesound(sound) : "Engine Loop Sound" : "vehicles/diesel_turbo_loop1.wav" movementsound(sound) : "Vehicle Movement Sound" : "vehicles/tank_treads_loop1.wav" @@ -8741,6 +8745,7 @@ 16: "[16] Teleport to THIS path track" : 0 32: "[32] Part of an uphill path" : 0 64: "[64] Part of a downhill path" : 0 + 32768 : "[32768] Start on Branch" : 0 ] target(target_destination) : "Next Stop Target" : : "The next path_track in the path." @@ -8799,7 +8804,7 @@ ] DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect." - MinimumHitPoints(integer): "Minumum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." + MinimumHitPoints(integer): "Minimum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." ] @SolidClass base(EnableDisable) = trigger_changelevel : @@ -8852,7 +8857,7 @@ "It is not necessary to create outputs for this trigger. It automatically will trigger the " + "soundscape referred to by its 'Soundscape' property." [ - soundscape(target_source) : "Soundscape" + soundscape(target_source) : "Soundscape Entity" ] @SolidClass base(Trigger, Targetname, DamageTypes) = trigger_hurt : @@ -8895,7 +8900,7 @@ @SolidClass base(Trigger) = trigger_multiple : "A trigger volume that can be triggered multiple times." [ - wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)." + wait(float) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)." // Touch test stuff is now on all trigger entities. @@ -8925,7 +8930,7 @@ ] target(target_destination) : "Look Target" : : "The name of the entity to be looked at." - LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold." + LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look at the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold." FieldOfView(string) : "FieldOfView" : "0.9" : "How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions)." Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never." @@ -8953,7 +8958,7 @@ spawnflags(flags) = [ - 128: "[128] Once Only" : 0 + 128: "[128] Trigger Once Only" : 0 256: "[256] Affects Ladders (Half-Life 2)" : 0 ] @@ -9000,7 +9005,7 @@ "and 1 when the player is at the radius." [ measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from." - radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored." + radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius they will be ignored." // Outputs output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+ @@ -9074,7 +9079,7 @@ subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname." IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech." - NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet him." = + NeverSayHello(choices) : "Greet Player?" : 0 : "If set to Yes, our NPC(s) won't greet the player when they first meet them." = [ 0 : "Yes" 1 : "No" @@ -9103,7 +9108,7 @@ // Used to allow entities to use point_cameras for their materials //------------------------------------------------------------------------- -@PointClass base(Targetname) = info_camera_link : +@PointClass base(Targetname, Parentname) = info_camera_link : "An entity that can use point_cameras to render images for materials used by entities. "+ "To author the material, use the special identifier _rt_Camera " + "for the $baseTexture (or whatever texture you want, like envmap, etc.) in the .vmt " + @@ -9207,7 +9212,7 @@ [ MeasureTarget(target_destination) : "Entity to Measure" : "" : "Entity whose movement you want to measure." MeasureReference(target_destination) : "Measure Reference" : "" : "The movement of Entity to Measure will be measured relative to this entity." - Target(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure." + SetTarget(target_destination) : "Entity to Move" : "" : "This entity will be moved to mimic the motions of Entity to Measure." TargetReference(target_destination) : "Movement Reference" : "" : "The Entity to Move will move relative to this entity." TargetScale(float) : "Movement scale" : "1" : "A scale to *divide* the measured movements by before applying those movements to the Entity to Move. 1 = target entity moves as much as the measured entity, 2 = target entity moves half as far as the measured entity, and 0.5 = target entity moves twice as far as the measured entity." ShouldOutputPosition(choices) : "Fire position outputs" : 0 : "Allows OutPosition and OutAngles to be fired with the resulting position while this entity is active. Does not apply to the GetPosition input." = @@ -9332,7 +9337,7 @@ //------------------------------------------------------------------------- @PointClass base(BaseNPC, Parentname) studio() = npc_furniture : - "An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+ + "An entity used for non-NPCs that need to synchronize their animation with an NPC in a scripted_sequence. Usually a piece"+ "of furniture or door that an NPC needs to manipulate within a scripted_sequence." [ model(studio) : "Model" @@ -9409,8 +9414,8 @@ input SquadForceSummon(void) : "Forces the player's squad to be resummoned." input SquadForceGoTo(vector) : "Forces the player's squad to go to the specified point." - input EnableGeigerCounter(void) : "Allows the player's geiger counter to respond to radiation if it was prevented before." - input DisableGeigerCounter(void) : "Prevents the player's geiger counter from responding to radiation." + input EnableGeigerCounter(void) : "Allows the player's Geiger counter to respond to radiation if it was prevented before." + input DisableGeigerCounter(void) : "Prevents the player's Geiger counter from responding to radiation." input ShowSquadHUD(void) : "Shows the player's squad status HUD if it was hidden before." input HideSquadHUD(void) : "Hides the player's squad status HUD." @@ -9420,7 +9425,7 @@ ] @PointClass base(Targetname, DamageFilter, PlayerProxyPlayer) iconsprite("editor/logic_playerproxy.vmt") = logic_playerproxy : - "An entity that is used to relay inputs/ouputs to the player and back to the world." + "An entity that is used to relay inputs/outputs to the player and back to the world." [ SetMaxInputArmor(integer) : "Max Input Armor" : 100 : "Sets the maximum armor a player can receive from the AddArmor, RemoveArmor, and SetArmor inputs. This does NOT override how much armor a player can receive overall!" @@ -9441,8 +9446,8 @@ ProtagonistName(string) : "Protagonist Name" : : "Sets the player to a specific protagonist from scripts/protagonists/protagonists_manifest.txt. [Currently HL2 only]" // Outputs - output OnFlashlightOn(float) : "Fired when the player turns on his flashlight. This output has the value of how much energy the player had when this happened [0..1]." - output OnFlashlightOff(float) : "Fired when the player turns off his flashlight. This output has the value of how much energy the player had when this happened [0..1]." + output OnFlashlightOn(float) : "Fired when the player turns on their flashlight. This output has the value of how much energy the player had when this happened [0..1]." + output OnFlashlightOff(float) : "Fired when the player turns off their flashlight. This output has the value of how much energy the player had when this happened [0..1]." input RequestPlayerHealth(void) : "Requests the current player's health from the proxy. This will fire the PlayerHealth output with the value." input RequestPlayerArmor(void) : "Requests the current player's armor from the proxy. This will fire the PlayerArmor output with the value." input RequestPlayerAuxPower(void) : "Requests the current player's auxiliary power from the proxy. This will fire the PlayerAuxPower output with the value." @@ -9504,7 +9509,7 @@ ] @PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8 ) = env_spritetrail : - "A magical trail you can parent to anything you heart desires." + "A sprite trail you can parent to anything you heart desires." [ lifetime(float) : "Lifetime" : "0.5" startwidth(float) : "Start Width" : "8.0" @@ -9520,6 +9525,13 @@ 4: "Solid" 5: "Additive" ] + input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." + input ColorGreenValue(float) : "Sets the green color channel's value (0 - 255)." + input ColorBlueValue(float) : "Sets the blue color channel's value (0 - 255)." + input SetScale(float) : "Set the sprite's scale (0 - 8.0)." + input HideSprite(void) : "Hide the sprite. Won't be drawn until the 'ShowSprite' input is received." + input ShowSprite(void) : "Show the sprite." + input ToggleSprite(void) : "Toggle the sprite between hidden and shown." ] // @@ -9812,7 +9824,7 @@ "A trigger that adds impulse to touching entities." [ impulse_dir(angle) : "Impulse Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touching entities." - force(float) : "Impulse Force" : "300" : "" + force(float) : "Impulse Force" : "300" : "Impulse Force to apply" input ApplyImpulse(void) : "Apply impulse to touching entities" ] @@ -9824,10 +9836,10 @@ hint_static(Choices) : "Positioning" : 0 : "Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position." = [ 0 : "Follow the Target Entity" - 1 : "Show on the hud" + 1 : "Show on the HUD" ] - hint_allow_nodraw_target(Choices) : "Allow invisible target" : 1 : "Do we allow the hint to follow entites with nodraw set?" = + hint_allow_nodraw_target(Choices) : "Allow invisible target" : 1 : "Do we allow the hint to follow entities with nodraw set?" = [ 0 : "End immediately on nodraw" 1 : "Yes" diff --git a/halflife2.fgd b/halflife2.fgd index 2a575be..d723630 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -139,7 +139,7 @@ input BeginRappel(void) : "BeginRappel" // Outputs - output OnRappelTouchdown(void) : "Fires when done rappeling" + output OnRappelTouchdown(void) : "Fires when done rappelling" ] @BaseClass = AlyxInteractable @@ -216,7 +216,7 @@ // Outputs output OnDissolveWeapon(void) : "Fires when one weapon is starting to dissolve in the trigger volume." - output OnChargingPhyscannon(void) : "Fires when the trigger begins to charge the physcannon." + output OnChargingPhyscannon(void) : "Fires when the trigger begins to supercharge the physcannon." // Inputs input StopSound(void) : "Stops all sounds." @@ -272,9 +272,9 @@ ] -@NPCClass base(BaseNPC) sphere(sightdist) studio("models/combine_soldier.mdl") = npc_combine_cannon : "Combine Cannon" +@NPCClass base(BaseNPC) sphere(sightdist) studio("models/combine_soldier.mdl") = npc_combine_cannon : "Obsolete Combine Cannon entity" [ - sightdist(float) : "Sight radius" : 1024 : "Radius distance at which the cannon is able to aquire enemies." + sightdist(float) : "Sight radius" : 1024 : "Radius distance at which the cannon is able to acquire enemies." ] @NPCClass base(BaseNPC) sphere(innerradius) sphere(outerradius) studio() = npc_combine_camera : @@ -460,8 +460,8 @@ input StartForward(void) : "Tell the driver to start driving." input Stop(void) : "Tell the driver to stop driving." - input DisableFiring(float) : "Disables firing from happening" - input EnableFiring(float) : "Enables firing to start. Firing is enabled by default" + input DisableFiring(void) : "Disables firing from happening" + input EnableFiring(void) : "Enables firing to start. Firing is enabled by default" ] @@ -553,7 +553,7 @@ type(choices) : "Type of target" : 0 = [ 0 : "Generic Citizen Beacon" - 1 : "Magnussen RDU Beacon" + 1 : "Magnusson RDU Beacon" 2 : "Dog" 3 : "Ally Installation" 4 : "Enemy" @@ -617,7 +617,7 @@ spawnflags(Flags) = [ - 65536 : "[65536] Burrow when eluded" : 0 + 65536 : "[65536] Burrow away when eluded" : 0 131072 : "[131072] Use Ground Checks" : 0 262144 : "[262144] Worker Type" : 0 ] @@ -710,7 +710,7 @@ @BaseClass base(BaseNPC) = BaseBird [ - input FlyAway( target_destination ) : "Forces the crow to fly to the nearest crow flyto hint node." + input FlyAway( target_destination ) : "Forces the bird to fly to the nearest 'fly to' hint node." deaf(choices) : "Deaf?" : 0 = [ @@ -828,12 +828,12 @@ 524288 : "[524288] Can be an enemy" : 0 ] FieldOfView(float) : "FieldOfView" : "0.2" : "The enemy finder's viewcone. (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)" - MinSearchDist(integer) : "Min Search Dist" : 0 - MaxSearchDist(integer) : "Max Search Dist" : 2048 + MinSearchDist(integer) : "Min Search Distance" : 0 + MaxSearchDist(integer) : "Max Search Distance" : 2048 - freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted" - freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire" - freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire" + freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reacquire is granted" + freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reacquire" + freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reacquire" 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" freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty" @@ -891,14 +891,14 @@ 524288 : "[524288] Can be an enemy" : 0 ] FieldOfView(string) : "FieldOfView" : "0.2" : "How far to look (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)" - MinSearchDist(integer) : "Min Search Dist" : 0 - MaxSearchDist(integer) : "Max Search Dist" : 2048 + MinSearchDist(integer) : "Min Search Distance" : 0 + MaxSearchDist(integer) : "Max Search Distance" : 2048 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." - freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reaquire is granted" - freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reaquire" - freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reaquire" + freepass_timetotrigger(float) : "Player pass issue time" : 0 : "Amount of time an enemy is hidden after which a 'free pass' on reacquire is granted" + freepass_duration(float) : "Player pass duration" : 0 : "After granted 'free pass', the amount of time a target is allowed before reacquire" + freepass_movetolerance(float) : "Player pass move tolerance" : 120 : "After granted 'free pass', the distance the target is allowed to move before reacquire" 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" freepass_peektime(float) : "Player pass peek time" : 0 : "How long targets in cover are allowed to peek without penalty" @@ -944,7 +944,7 @@ "weapon_crowbar" : "Crowbar" "weapon_shotgun" : "Shotgun" "weapon_pistol" : "Pistol" - "weapon_357" : "357" + "weapon_357" : ".357 Magnum" "weapon_crossbow" : "Crossbow" //"weapon_beerbottle" : "Beer Bottle" //"weapon_beerbottle2" : "Beer Bottle2" @@ -1015,7 +1015,7 @@ 1 : "Yes" ] - 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." = + neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicitly removed by entity I/O. Only use this if you're sure you want to override the default AI." = [ 0 : "No. This is default behavior." 1 : "Yes, stay in squad until death." @@ -1055,7 +1055,7 @@ output OnFollowOrder(void) : "Fires when ordered to follow player" output OnStationOrder(void) : "Fires when ordered to a location by player" output OnPlayerUse(void) : "Fires when a player +USEs the citizen" - output OnNavFailBlocked(void) : "Fires when this citizen's movement fails because he/she is blocked." + output OnNavFailBlocked(void) : "Fires when this citizen's movement fails because they are blocked." output OnHealedNPC(void) : "Fires when this citizen heals a NPC." output OnHealedPlayer(void) : "Fires when this citizen heals a player." @@ -1121,7 +1121,7 @@ "weapon_rpg" : "RPG" "weapon_stunstick" : "Stun Stick" "weapon_pistol" : "Pistol" - "weapon_357" : "357" + "weapon_357" : ".357 Magnum" "weapon_citizenpackage" : "Citizen Package" "weapon_citizensuitcase" : "Citizen Suitcase" "0" : "Nothing" @@ -1131,7 +1131,7 @@ [ 65536 : "[65536] Start LookOff" : 0 131072 : "[131072] Don't drop grenades" : 0 - 262144 : "[262144] Don't drop ar2 alt fire (elite only) " : 0 + 262144 : "[262144] Don't drop AR2 alt fire (elite only) " : 0 ] NumGrenades(choices) : "Number of Grenades" : "5" = @@ -1232,7 +1232,7 @@ ] LaunchDelay(integer) : "Launch Delay" : 8 : "When ON, how long to wait between each launch" LaunchSpeed(string) : "Launch Speed" : 200 : "Initial launch speed of missile (in up direction)" - PathCornerName(target_destination) : "Path Corner Name" : "" : "Name of a path corner. If set launches a pathfollowing missing, rather than a homing missile" + PathCornerName(target_destination) : "Path Corner Name" : "" : "Name of a path corner. If set launches a path-following missile, rather than a homing missile" HomingSpeed(string) : "Homing Speed" : 0 : "Speed to reach when homing" HomingStrength(integer) : "Homing Strength" : 10 : "How strong in homing effect (0-100)" HomingDelay(string) : "Homing Delay" : 0 : "Number of seconds to delay before homing starts" @@ -1240,12 +1240,12 @@ HomingDuration(string) : "Homing Duration" : 5 : "Number of seconds the homing effect lasts" HomingRampDown(string) : "Homing Ramp Down" : "1.0" : "Number of seconds it takes homing effect to decay after homing duration" Gravity(string) : "Gravity" : "1.0" : "Scale for effect of gravity. (1.0 = normal gravity)" - MinRange(integer) : "Min Range" : 100 : "Minimun distance a target can be to be attacked" + MinRange(integer) : "Min Range" : 100 : "Minimum distance a target can be to be attacked" MaxRange(integer) : "Max Range" : 2048 : "Maximum distance a target can be to be attacked" SpinMagnitude(string) : "Spin Magnitude" : 0 : "Strength of spin in missile trajectory" SpinSpeed(string) : "Spin Speed" : 0 : "How fast does the spin rotate through 360" Damage(string) : "Damage" : 50 : "How much damage does each missile do" - DamageRadius(string) : "DamageRadius" : 200 : "How far away from impact does the missle do damage" + DamageRadius(string) : "DamageRadius" : 200 : "How far away from impact does the missile do damage" // Outputs output OnLaunch(void) : "Fires when missile is launched" @@ -1630,7 +1630,7 @@ input OmniscientOn(void) : "Gunship knows target's location even when target is out of sight or behind cover" input OmniscientOff(void) : "Gunship relies on normal sight functions to locate target" input BlindfireOn(void ) : "Gunship will fire at an unseen target, attempting to punch through to them" - input BlindfireOff(void ) : "Gunship only fires at viusible target" + input BlindfireOff(void ) : "Gunship only fires at visible target" input SetPenetrationDepth( float ) : "Set penetration depth of bullets" input SetDockingBBox( void ) : "Shrink Bounding Box" @@ -1780,11 +1780,11 @@ 4194304 : "[4194304] Aim at enemies even when gun is off" : 0 ] - InitialSpeed(string) : "Initial Speed" : "0" + InitialSpeed(float) : "Initial Speed" : "0" GracePeriod(float) : "Grace Period" : "2.0" : "Time in seconds the helicopter has to see the player before he starts shooting" PatrolSpeed(float) : "Patrol Speed" : "0" : "Speed at which the helicopter moves if he has no enemy." - FieldOfView(float) : "Field of View" : "-1.0" : "The helicoter's viewcone. (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)" + FieldOfView(float) : "Field of View" : "-1.0" : "The helicopter's viewcone. (1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions)" noncombat(choices) : "Non-combat (Do not precache gibs)" : "No" : "If enabled, this helicopter will not precache stuff that would only be seen in combat, like mines or gibs. Even damaging the helicopter in this state can crash the game, so you might want to use a damage filter too." = [ @@ -1810,7 +1810,7 @@ 1 : "Yes" ] - DisableExplosions(choices) : "Disable Explosions" : "No" : "Stops explosions from occuring when the helicopter is damaged." = + DisableExplosions(choices) : "Disable Explosions" : "No" : "Stops explosions from occurring when the helicopter is damaged." = [ 0 : "No" 1 : "Yes" @@ -1827,7 +1827,7 @@ input DisableRotorSound(void) : "Turns off rotor sounds" input StartBombingVehicle(void) : "Starts the chopper leading enemy vehicles and dropping bombs on them." input StartTrailingVehicle(void) : "Starts the chopper trailing enemy vehicles and shooting at them." - input StartDefaultBehavior(void) : "Starts the chopper in the mode where he always stops at nav points instead of stopping anywhere in between nav points." + input StartDefaultBehavior(void) : "Starts the chopper in the mode where it always stops at nav points instead of stopping anywhere in between nav points." 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." input StartSprinkleBehavior(void) : "Starts the chopper dropping bombs randomly + shooting at the player." input StartBullrushBehavior(void) : "Starts the chopper bullrushing the player." @@ -1841,7 +1841,7 @@ input StartContinuousShooting(void) : "The chopper fires continuously." input StartFastShooting(void) : "The chopper fires normal bursts, but does not 'charge up' the gun. Fires immediately." - input ResetIdleTime(void) : "Allows the helicopter to fire immediately if he's not in the middle of charging or firing" + input ResetIdleTime(void) : "Allows the helicopter to fire immediately if it's not in the middle of charging or firing" input SetAngles(string) : "Instantly snaps the orientation of the helicopter (Pitch Yaw Roll)" input DropBomb(void) : "Immediately drops a bomb based on normal bomb dropping rules" input DropBombStraightDown(void) : "Immediately drops a bomb directly downwards" @@ -1850,8 +1850,8 @@ input DropBombDelay(float) : "Add a delay before the next bomb is dropped" input BecomeIndestructible(void) : "Makes the helicopter take no more damage" - 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" - input EnablePathVisibilityTests(void) : "When the helicopter moves, he will only move to path_tracks that have line-of-sight to the enemy" + input DisablePathVisibilityTests(void) : "When the helicopter moves, it will not check for visibility from the path_track to the enemy to cull out path_tracks" + input EnablePathVisibilityTests(void) : "When the helicopter moves, it will only move to path_tracks that have line-of-sight to the enemy" input StartCarpetBombing(void) : "Starts the helicopter constantly dropping megabombs until StopCarpetBombing input" input StopCarpetBombing(void) : "Stop the carpet bombing behavior" @@ -1868,6 +1868,7 @@ [ spawnflags(Flags) = [ + 1 : "[1] Megabomb" : 0 65536 : "[65536] Is a dud" : 0 ] @@ -1890,7 +1891,7 @@ AvoidFilter(filterclass) : "Avoid Filter" : : "Filter to use to see if the helicopter avoids this sphere. See filter_activator_name for more explanation." ] -@SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_avoidbox : "Helicopter avoidance box" +@SolidClass base(Origin, Angles, Parentname, Targetname) color(255 255 0) = npc_heli_avoidbox : "Helicopter avoidance box" [ spawnflags(Flags) = [ @@ -2118,7 +2119,7 @@ "weapon_crowbar" : "Crowbar" "weapon_ar2" : "AR2" "weapon_shotgun" : "Shotgun" - "weapon_357" : "357" + "weapon_357" : ".357 Magnum" "weapon_rpg" : "RPG" "weapon_citizenpackage" : "Citizen Package" "weapon_citizensuitcase" : "Citizen Suitcase" @@ -2186,7 +2187,7 @@ "weapon_crowbar" : "Crowbar" "weapon_shotgun" : "Shotgun" "weapon_pistol" : "Pistol" - "weapon_357" : "357" + "weapon_357" : ".357 Magnum" "weapon_crossbow" : "Crossbow" //"weapon_beerbottle" : "Beer Bottle" //"weapon_beerbottle2" : "Beer Bottle2" @@ -2228,7 +2229,7 @@ 1 : "Yes" ] - ShouldHaveEMP(choices) : "Should alyx have her EMP?" : "1" = + ShouldHaveEMP(choices) : "Should Alyx have her EMP?" : "1" = [ 0 : "No" 1 : "Yes" @@ -2492,7 +2493,7 @@ @PointClass base(Targetname) sphere(repelradius) color(0 0 255) = point_antlion_repellant : "Antlion Repellant" [ - repelradius(float): "Repell radius" : 512 : "Antlions aren't allowed to be inside this radius" + repelradius(float): "Repel radius" : 512 : "Antlions aren't allowed to be inside this radius" input Enable(void) : "Enable" input Disable(void) : "Disable" ] @@ -2601,7 +2602,7 @@ ] sentence(string) : "Sentence Name" : "" - entity(string) : "Speaker Type" + entity(string) : "Speaker Entity" delay(string) : "Additional Sentence Time" : "0" radius(integer) : "Search Radius" : 512 refire(string) : "Delay Before Refire" : "3" @@ -2634,11 +2635,11 @@ m_iszEntity(npcclass) : "Target NPC" m_flRadius(integer) : "Search Radius (0=everywhere)" : 0 : "Radius to search within for an NPC to use. 0 searches everywhere." - MoveSpeed(integer) : "Move Speed" : 5 // How quickly should target move between scripted targets - PauseDuration(integer) : "Pause Duration" : 0 // How long should target pause at scripted target - EffectDuration(integer) : "Effect Duration" : 2 // How long should any associated effect last + MoveSpeed(integer) : "Move Speed" : 5 : "How quickly should target move between scripted targets." + PauseDuration(integer) : "Pause Duration" : 0 : "How long should target pause at scripted target." + EffectDuration(integer) : "Effect Duration" : 2 : "How long should any associated effect last." - target(target_destination) : "Next Target" // Next scripted target + target(target_destination) : "Next Target" : : "Next scripted target." // Inputs input Enable(void) : "Enable this entity" @@ -3054,7 +3055,7 @@ 2 : "Medium" 3 : "High" 4 : "Very High" - // Custom agression disabled + // Custom aggression disabled 5 : "Custom" ] @@ -3199,7 +3200,7 @@ // Inputs 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." - 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." + input SetAllowDiversion(integer) : "Set the allow diversion flag. NPCs who spot enemies while 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." 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." // Outputs @@ -3317,12 +3318,12 @@ output OnNPCStartedLeavingBusy(ehandle) : "Fired right when an NPC targeted by this goal begins to stop acting busy, which would be right as they play their exit animation." output OnNPCLostSeeEntity(void) : "Fired when the NPC loses sight of the see entity (if one is specified)." - output OnNPCSeeEnemy(void) : "Fired when this NPC leaves his actbusy because of sighting an enemy." + output OnNPCSeeEnemy(void) : "Fired when this NPC leaves their actbusy because of sighting an enemy." ] @PointClass base(BaseActBusy) = ai_goal_actbusy_queue : "AI Goal Act Busy Queue" [ - 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." + node_exit(target_destination) : "Exit Node" : "" : "The name of the node the first NPC in the queue should move to when they leave the head of the queue." node01(target_destination) : "Node 1" : "" : "The name of the first actbusy hint node in the queue." node02(target_destination) : "Node 2" : "" : "The name of the second actbusy hint node in the queue." node03(target_destination) : "Node 3" : "" : "The name of the third actbusy hint node in the queue." @@ -3364,7 +3365,7 @@ @PointClass base(Targetname) iconsprite("editor/ai_goal_fear.vmt") = ai_goal_fear : "AI Goal Fear\n\n" + "Allows player allies to use fear withdrawal points and other fear behavior otherwise unique with npc_hunters. " + - "Citizens will still engage in fear behavior with npc_hunters, but this allows them to use it with other NPCs." + + "Citizens will still engage in fear behavior with npc_hunters, but this allows them to use it with other NPCs." [ actor(target_name_or_class) : "Actor(s) to affect" : "" : "NPC(s) that should engage in fear behavior." target(target_destination) : "Fear Target" : "" : "Target to fear. Only applies whenever the actors' relationship to the target is D_FR. Supports wildcards and can be a classname or an entity name." @@ -3558,7 +3559,7 @@ // Outputs output OnConditionsSatisfied(void) : "Fires when AI conditions satisfied" output OnConditionsTimeout(void) : "Fires when AI conditions timed out" - output NoValidActor(void) : "Fires if/when there are no matching actors in the map." + output NoValidActors(void) : "Fires if/when there are no matching actors in the map." ] @PointClass base(BaseScripted, Angles, DXLevelChoice) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence : @@ -3715,15 +3716,16 @@ [ spawnflags(flags) = [ - 8192 : "[8192] LookDoor Threshold" : 0 - 16384 : "[16384] LookDoor Invert" : 0 - 32768 : "[32768] LookDoor From Open" : 0 + 8192 : "[8192] Threshold" : 0 + 16384 : "[16384] Invert" : 0 + 32768 : "[32768] From Open" : 0 ] - ProximityDistance(string) : "Proximity Distance" : "0.0" : "If non-zero, proximity range over which door will move" - ProximityOffset(string) : "Proximity Offset" : "0.0" : "Offset from the target object" - FieldOfView(string) : "FieldOfView" : "0.0" : "If non-zero, field of view over which door will move" + ProximityDistance(float) : "Proximity Distance" : 0 : "If non-zero, proximity range over which door will move" + ProximityOffset(float) : "Proximity Offset" : 0 : "Offset from the target object" + FieldOfView(float) : "FieldOfView" : 0 : "If non-zero, field of view over which door will move" + target(target_destination) : "Target" : : "Thing to be looked at. !player works." // Input input InvertOn(void) : "InvertOn - when set behavior of door is inverted." input InvertOff(void) : "InvertOff - when set behavior of door is normal." @@ -3831,9 +3833,9 @@ ] ] -@PointClass base(Targetname, Parentname, EnableDisable) sphere(SetRadius) = point_radiation_source : "Radiation source that trips the player's geiger counter. Does no actual damage." +@PointClass base(Targetname, Parentname, EnableDisable) sphere(SetRadius) = point_radiation_source : "Radiation source that trips the player's Geiger counter. Does no actual damage." [ - SetRadius(float): "Radius" : "0" : "Only affects the geiger counter if the player is within this radius. 0 = no radius, use intensity only" + SetRadius(float): "Radius" : "0" : "Only affects the Geiger counter if the player is within this radius. 0 = no radius, use intensity only" SetIntensity(float): "Intensity" : "1.0" : "The intensity of the radiation source. Cannot be 0." TestPVS(choices) : "Test PVS" : 1 : "Tests whether the player is in this entity's PVS before attempting to update." = @@ -3901,7 +3903,7 @@ 3: "Large cone" 4: "Extra-large cone" ] - minRange(string) : "Minmum target range" : "0" + minRange(string) : "Minimum target range" : "0" maxRange(string) : "Maximum target range" : "0" _minlight(string) : "Minimum light level" @@ -4020,7 +4022,7 @@ "Pistol" : "Pistol" "SMG1" : "SMG1" "AR2" : "AR2" - "CombineHeavyCannon" : "Combine Heavy Cannon (Episodic only)" + "CombineHeavyCannon" : "Combine Autocannon (Episodic only)" "StriderMinigun" : "Strider Minigun" ] ] @@ -4114,7 +4116,7 @@ barrel_volume(target_destination) : "Barrel Volume" : "" : "Name of a trigger the specifies the volume in which cannisters must be placed." ] -@SolidClass base(BaseTank, TankShootSound) = func_tank_combine_cannon : "Combine sentry cannon" +@SolidClass base(BaseTank, TankShootSound) = func_tank_combine_cannon : "Combine Autocannon" [ firerate(string) : "Rate of Fire" : "1.5" @@ -4124,7 +4126,7 @@ "Pistol" : "Pistol" "SMG1" : "SMG1" "AR2" : "AR2" - "CombineHeavyCannon" : "Combine Heavy Cannon" + "CombineHeavyCannon" : "Combine Autocannon" ] ControllableVersion(choices) : "Controllable Version" : 0 : "Enables a tweaked version of func_tank_combine_cannon that is designed to be controlled by players and NPCs." = @@ -4159,7 +4161,7 @@ // Items // //------------------------------------------------------------------------- -@BaseClass color(0 0 200) base(Targetname, Angles, Shadow) sphere(fademindist) sphere(fademaxdist) = Item +@BaseClass color(0 0 200) base(Targetname, Angles, Shadow, BaseFadeProp, RenderFields) sphere(fademindist) sphere(fademaxdist) = Item [ output OnPlayerTouch(void) : "Fires when the player touches this object" @@ -4229,18 +4231,18 @@ 16 : "[16] Alternate master" : 0 ] - 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." - 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." - 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." - 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." - 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." - 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." - 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." - 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." - 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." - 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." - 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." - 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." + DesiredHealth(float) : "Desired Health Ratio" : "1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max health." + DesiredArmor(float) : "Desired Armor Ratio" : "0.3" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max armor." + DesiredAmmoPistol(float) : "Desired Pistol Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmoSMG1(float) : "Desired SMG1 Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + 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 their max ammo carrying capacity." + DesiredAmmoAR2(float) : "Desired AR2 Ammo Ratio" : "0.4" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmoBuckshot(float) : "Desired Shotgun Ammo Ratio" : "0.5" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmoRPG_Round(float) : "Desired RPG Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmoGrenade(float) : "Desired Grenade Ammo Ratio" : "0.1" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmo357(float) : "Desired 357 Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + DesiredAmmoCrossbow(float) : "Desired Crossbow Ammo Ratio" : "0" : "A ratio from 0 to 1. Attempt to fill the player up to this percentage of their max ammo carrying capacity." + 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 their max ammo carrying capacity." // Inputs input CalculateType(void) : "Force the dynamic resupply to calculate which item it should spawn." @@ -4253,8 +4255,8 @@ @PointClass base(ItemAmmo) studio("models/items/BoxMRounds.mdl")= item_ammo_smg1_large : "Large Box of SMG1 ammo" [] @PointClass base(ItemAmmo) studio("models/items/combine_rifle_cartridge01.mdl")= item_ammo_ar2 : "Box of AR2 ammo" [] @PointClass base(ItemAmmo) studio("models/items/combine_rifle_cartridge01.mdl")= item_ammo_ar2_large : "Large Box of AR2 ammo" [] -@PointClass base(ItemAmmo) studio("models/items/357ammo.mdl")= item_ammo_357 : "Box of 357 ammo" [] -@PointClass base(ItemAmmo) studio("models/items/357ammobox.mdl")= item_ammo_357_large : "Large Box of 357 ammo" [] +@PointClass base(ItemAmmo) studio("models/items/357ammo.mdl")= item_ammo_357 : "Box of .357 ammo" [] +@PointClass base(ItemAmmo) studio("models/items/357ammobox.mdl")= item_ammo_357_large : "Large Box of .357 ammo" [] @PointClass base(ItemAmmo) studio("models/items/CrossbowRounds.mdl")= item_ammo_crossbow : "Box of Crossbow ammo" [] @PointClass base(ItemAmmo) studio("models/items/BoxBuckshot.mdl")= item_box_buckshot : "Box Buckshot" [] @PointClass base(ItemAmmo) studio("models/weapons/w_missile_closed.mdl")= item_rpg_round : "RPG Round" [] @@ -4301,10 +4303,10 @@ 3 : "RPG Rounds" 4 : "Buckshot" 5 : "Grenades" - 6 : "357 Magnum" + 6 : ".357 Magnum" 7 : "Crossbow" 8 : "AR2 Alt-Fire Balls" - 9 : "SMG Alt-Fire Grenades" + 9 : "SMG1 Alt-Fire Grenades" 10 : "S.L.A.M." 11 : "Empty" ] @@ -4319,7 +4321,7 @@ input Skin(integer) : "Changes the model skin to the specified number." ] -@PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studioprop() = item_item_crate : "Item Crate" // studio("models/items/item_item_crate.mdl") +@PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp, RenderFields, Global, Shadow) studioprop() = item_item_crate : "Item Crate" // studio("models/items/item_item_crate.mdl") [ model(studio) : "Model" : "models/items/item_item_crate.mdl" : "The model of this item_item_crate. Only works when this crate's appearance is set to use a custom model." @@ -4456,7 +4458,7 @@ input ForceSecondaryFire(void) : "Forces the weapon to fire its secondary attack. Whether or not it actually fires a secondary attack depends on the weapon and who owns it." // Outputs - output OnPlayerUse(void) : "Fires when the player +uses this weapon" + output OnPlayerUse(void) : "Fires when the player +USEs this weapon" output OnPlayerPickup(void) : "Fires when the player picks up this weapon" output OnNPCPickup(void) : "Fires when an NPC picks up this weapon" output OnCacheInteraction(void) : "Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt." @@ -4474,7 +4476,7 @@ @PointClass base(Weapon) studio("models/weapons/w_irifle.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_ar2 : "Assault Rifle 2" [] @PointClass base(Weapon) studio("models/weapons/w_rocket_launcher.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_rpg : "Missile Launcher" [] @PointClass base(Weapon) studio("models/weapons/w_smg1.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_smg1 : "SMG1" [] -@PointClass base(Weapon) studio("models/weapons/w_357.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_357 : "357" [] +@PointClass base(Weapon) studio("models/weapons/w_357.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_357 : ".357 Magnum" [] @PointClass base(Weapon) studio("models/weapons/w_crossbow.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_crossbow : "Crossbow" [] @PointClass base(Weapon) studio("models/weapons/w_shotgun.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon) studio("models/weapons/w_grenade.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_frag : "Frag Grenade" [] @@ -4616,7 +4618,7 @@ ] -@PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) = path_corner : "Generic path point" +@PointClass base(Targetname, Angles) size(16 16 16) line(255 255 255, targetname, target) color(247 181 82) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) = path_corner : "Generic path point" [ spawnflags(Flags) = [ @@ -4629,7 +4631,7 @@ yaw_speed(integer) : "New Train rot. Speed" : 0 // Inputs - input SetNextPathCorner(target_destination) : "Sets next pathcorner" + input SetNextPathCorner(target_destination) : "Sets next path_corner" // Outputs output OnPass(void) : "Fires when a path follower passes this point" @@ -4664,7 +4666,7 @@ [ // Inputs input Strip(void) : "Strip player's weapons" - input StripWeaponsAndSuit(void) : "Strip player's weapons and his suit" + input StripWeaponsAndSuit(void) : "Strip player's weapons and their suit" ] @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)" @@ -4685,7 +4687,7 @@ AdditionalButtons(integer) : "Additional Buttons" : 0 : "Additional buttons to suppress, other than those listed in the spawnflags. Advanced users only." // Inputs - input ModifySpeed(float) : "Modifies player speed by X ammount. Use 1.0 to reset." + input ModifySpeed(float) : "Modifies player speed by X amount. Use 1.0 to reset." input Enable(void) : "Enables the spawnflag abilities without actually modifying the player's speed." input Disable(void) : "Disables the spawnflag abilities without actually modifying the player's speed." @@ -4781,7 +4783,7 @@ ] @PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_manager.vmt") = logic_scene_list_manager : - "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." + "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 individual scene, which will cause all scenes in that manager to be removed when a later scene in this list is played." [ scene0(target_destination) : "Scene 1" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." scene1(target_destination) : "Scene 2" : "" : "The name of a logic_choreographed_scene, or logic_scene_list_manager." @@ -4858,6 +4860,7 @@ 33554432 : "Explosion (use with combat sound type)" 134217728 : "Danger approach (run if see sound owner, turn to face if not)" 268435456 : "Only allies can hear" + 536870912 : "Player vehicle" ] 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)" @@ -4869,7 +4872,7 @@ [ spawnflags(Flags) = [ - 1 : "[1] Ignore solid" : 0 + 1 : "[1] Ignore solids" : 0 ] input DoEffect(Void) : "Make a rotor puff" @@ -4972,13 +4975,6 @@ material(material) : "Particle Material" : "particle/particle_noisesphere" : "The material to use for each particle in the explosion." ] -@PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect" -[ - input TurnOn(void) : "Turn on" - input TurnOff(void) : "Turn off" - input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default." -] - @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Parentname, Angles) = env_flare : "Flare" [ scale(float) : "Scale" : 1 @@ -5024,7 +5020,7 @@ " If set to 0.5, the surface will be pulled exactly half way to this entity's position. " + "If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. " + "(Any Displacement Fraction greater than 1.0 will result in clipping. The surface cannot be pulled beyond " + - "This entity's position and any vertices attemping will clip to this entity's position. You may use this feature to create mesas.)" + "This entity's position and any vertices attempting will clip to this entity's position. You may use this feature to create mesas.)" // Inputs input BeginMorph(void) : "Begin Morph" @@ -5067,7 +5063,7 @@ "ACHIEVEMENT_EVENT_HL2_BEAT_TOXICTUNNEL" : "[HL2] Get through the toxic tunnel under City 17 in Half-Life 2." "ACHIEVEMENT_EVENT_HL2_BEAT_PLAZASTANDOFF" : "[HL2] Survive the Generator Plaza standoff in chapter Anticitizen One." "ACHIEVEMENT_EVENT_HL2_KILL_ALLC1709SNIPERS" : "[HL2] Kill all of the snipers in City 17." - "ACHIEVEMENT_EVENT_HL2_BEAT_SUPRESSIONDEVICE" : "[HL2] Shut down the supression device by disabling its generators." + "ACHIEVEMENT_EVENT_HL2_BEAT_SUPRESSIONDEVICE" : "[HL2] Shut down the suppression device by disabling its generators." "ACHIEVEMENT_EVENT_HL2_BEAT_C1713STRIDERSTANDOFF" : "[HL2] Survive the rooftop strider battle in the ruins of City 17." "ACHIEVEMENT_EVENT_HL2_BEAT_GAME" : "[HL2] Destroy the Citadel's reactor core (Beat Game)." @@ -5078,7 +5074,7 @@ "ACHIEVEMENT_EVENT_HL2_GMAN_CATWALK" : "[HL2] G-Man: canals_12 on catwalk" "ACHIEVEMENT_EVENT_HL2_GMAN_DAM" : "[HL2] G-Man: canals_13 to the left of the dam" "ACHIEVEMENT_EVENT_HL2_GMAN_TRAINTRACKS" : "[HL2] G-Man: town_05 at the end of the tracks" - "ACHIEVEMENT_EVENT_HL2_GMAN_ODESSA" : "[HL2] G-Man: coast_03 odessa meeting" + "ACHIEVEMENT_EVENT_HL2_GMAN_ODESSA" : "[HL2] G-Man: coast_03 Odessa meeting" "ACHIEVEMENT_EVENT_HL2_GMAN_PRISONMONITOR" : "[HL2] G-Man: prison_02 control room monitor" "ACHIEVEMENT_EVENT_HL2_GMAN_FOYERTV" : "[HL2] G-Man: c17_02 on TV in the destroyed foyer" @@ -5113,7 +5109,7 @@ "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_RAILROADSHACK" : "[HL2] Lamda: coast_07 fenced off area outside of town" "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_COASTABOVEBATTERY" : "[HL2] Lamda: coast_09 above the bathroom in the battery puzzle building" "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SANDSHACK" : "[HL2] Lamda: coast_11 elevated shack after the board bridge" - "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_GMANCACHE" : "[HL2] Lamda: prison_02 in the boarded up area of the gman sighting" + "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_GMANCACHE" : "[HL2] Lamda: prison_02 in the boarded up area of the G-Man sighting" "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_CELLCACHE" : "[HL2] Lamda: prison_03 in the prison cell" "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_POISONLAUNDRY" : "[HL2] Lamda: prison_05 in the laundry utility room" "ACHIEVEMENT_EVENT_HL2_LAMDACACHE_SODAMACHINE" : "[HL2] Lamda: prison_06 on top of the soda machine" @@ -5192,7 +5188,7 @@ // Inputs input Toggle(void) : "Toggle the relay between enabled and disabled." - input FireEvent(void) : "Tells the achievement system the specifed event has occured." + input FireEvent(void) : "Tells the achievement system the specified event has occurred." // Outputs output OnFired(void) : "When the event fires, this fires." @@ -5361,7 +5357,7 @@ @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : - "Generic driveable studiomodel vehicle." + "Generic drivable studiomodel vehicle." [ ] @@ -5379,7 +5375,7 @@ rotatestartsound(sound) : "Rotate Start Sound" : "" rotatesound(sound) : "Rotate Loop Sound" : "" rotatestopsound(sound) : "Rotate Stop Sound" : "" - minRange(string) : "Minmum target range" : "0" + minRange(string) : "Minimum target range" : "0" maxRange(string) : "Maximum target range" : "0" targetentityname(target_destination) : "Name of entity I should follow/attack" : "" @@ -5425,7 +5421,7 @@ @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_jeep : "Driveable studiomodel jeep." [ - model(studio) : "World model" : "models/buggy.mdl" : "Use jalopy.mdl if you're using Episodic. If you want to use the original HL2 buggy in Episodic, use prop_vehicle_jeep_old." + model(studio) : "World model" : "models/vehicle.mdl" : "Use vehicle.mdl if you're using Episodic. If you want to use the original HL2 buggy in Episodic, use prop_vehicle_jeep_old." input StartRemoveTauCannon(void) : "Start the tau removal sequence." input FinishRemoveTauCannon(void) : "Finish the tau removal sequence." @@ -5565,6 +5561,11 @@ @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname) = env_starfield : "Starfield effect" [ + + m_bOn(choices) : "Start On?" : 1 : "Start env_starfield already on?" = [ + 0 : "No" + 1 : "Yes" + ] input TurnOn(void) : "Turn on" input TurnOff(void) : "Turn off" input SetDensity(float) : "Set the density of the starfield. It's a multiplier, so 1 is the default." @@ -5595,9 +5596,9 @@ input Deactivate(void) : "Stop controlling the view." input SetCameraViewEntity(target_destination) : "Set the viewpoint to blend with the player's viewpoint." input SetBlendMode(integer) : "Set the blending mode to use." - input SetFOV(integer) : "Set the fov for the second camera." - input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the fov blend." - input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next fov target, and start blending." + input SetFOV(integer) : "Set the FOV for the second camera." + input SetNextFOV(integer) : "Set the FOV to blend to over time. Follow this with a SetFOVBlendTime input to start the FOV blend." + input SetFOVBlendTime(float) : "Set the amount of time it should take to blend to the next FOV target, and start blending." input SetNextBlendMode(integer) : "Set the blending mode to blend to over time. Follow this with a SetNextBlendTime input to start the mode blend." input SetNextBlendTime(float) : "Set the amount of time it should take to blend to the next mode, and start blending." input FadeTo(string) : "Fade to a specific alpha amount of an amount of time. Parameters: " @@ -5720,7 +5721,7 @@ input EnterVehicle(void) : "Forces the activator (or player) into the vehicle." input EnterVehicleImmediate(void) : "Forces the activator (or player) into the vehicle without enter/exit animations." input ExitVehicle(void) : "Boots the prisoner out of the vehicle." - input Viewlock(bool) : "Set true to prevent Gordon from looking around *at all*. Set false to let him look within limits." + input Viewlock(bool) : "Set true to prevent player from looking around *at all*. Set false to let them look within limits." input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation." output OnOpen(void) : "Fired when the vehicle is open enough to enter." @@ -5850,7 +5851,7 @@ @PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) studio("models/magnusson_device.mdl") = weapon_striderbuster : - "Strider Buster" + "Strider Buster aka Magnusson Device" [ spawnflags(Flags) = [