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hlvr.fgd
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
//
// Defines entity classes specific to HLVR.
//
//==================================================================================================
@include "halflife2.fgd"
@include "markup_volumes.fgd"
@include "postprocessing.fgd"
// Excluded entities. These are entities that are included from lower level fgd files that aren't
// functional or useful in this mod. Excluding them removes them from the list of entities aviable
// in Hammer or any other tool that loads the fgd. If support is added for any of the entities the
// exclude can simply be removed.
// These entities have been excluded because are deprecated light entities which are
// explictly not supported, don't add these back unless you are working on lighting.
@exclude color_correction_volume
@exclude env_fog_controller
@exclude env_time_of_day
@exclude env_lightglow
@exclude env_particlelight
@exclude env_sun
@exclude fog_volume
@exclude info_lighting
@exclude light_dynamic
@exclude light_irradvolume
@exclude point_spotlight
@exclude postprocess_controller
@exclude shadow_control
// These entities have been excluded because they were not used in any maps and are unlikely to work
// in this mod without additional changes, if you want to test any of these to see if they do work,
// simply remove them from this list.
@exclude ai_citizen_response_system
@exclude beam_spotlight
@exclude cycler_actor
@exclude env_alyxemp
@exclude env_ar2explosion
@exclude env_beverage
@exclude env_blood
@exclude env_bubbles
@exclude env_citadel_energy_core
@exclude env_credits
@exclude env_dof_controller
@exclude env_dustpuff
@exclude env_effectscript
@exclude env_entity_dissolver
@exclude env_firesensor
@exclude env_firesource
@exclude env_flare
@exclude env_funnel
@exclude env_hudhint
@exclude env_instructor_hint
@exclude env_muzzleflash
@exclude env_particle_performance_monitor
@exclude env_particlescript
@exclude env_player_surface_trigger
@exclude env_projectedtexture
@exclude env_rotorshooter
@exclude env_rotorwash
@exclude env_rotorwash_emitter
@exclude env_screenoverlay
@exclude env_shooter
@exclude env_smokestack
@exclude env_smoketrail
@exclude env_speaker
@exclude env_splash
@exclude env_sporeexplosion
@exclude env_sprite_oriented
@exclude env_starfield
@exclude env_texturetoggle
@exclude env_tilt
@exclude env_viewpunch
@exclude env_wind_clientside
@exclude env_zoom
@exclude filter_activator_context
@exclude filter_activator_mass_greater
@exclude filter_combineball_type
@exclude filter_los
@exclude filter_proximity
@exclude func_areaportal
@exclude func_areaportalwindow
@exclude func_bulletshield
@exclude func_combine_ball_spawner
@exclude func_conveyor
@exclude func_detail_blocker
@exclude func_dustcloud
@exclude func_dustmotes
@exclude func_fish_pool
@exclude func_guntarget
@exclude func_healthcharger
@exclude func_illusionary
@exclude func_instance
@exclude func_ladderendpoint
@exclude func_lod
@exclude func_lookdoor
@exclude func_occluder
@exclude func_orator
@exclude func_platrot
@exclude func_precipitation_blocker
@exclude func_recharge
@exclude func_reflective_glass
@exclude func_tank_combine_cannon
@exclude func_tankairboatgun
@exclude func_tankapcrocket
@exclude func_tanklaser
@exclude func_tankmortar
@exclude func_tankphyscannister
@exclude func_tankpulselaser
@exclude func_tankrocket
@exclude func_tanktrain
@exclude func_timescale
@exclude func_trackautochange
@exclude func_trackchange
@exclude func_traincontrols
@exclude func_vehicleclip
@exclude func_viscluster
@exclude game_end
@exclude game_gib_manager
@exclude game_player_equip
@exclude game_player_team
@exclude game_score
@exclude game_zone_player
@exclude gibshooter
@exclude grenade_helicopter
@exclude hammer_updateignorelist
@exclude info_apc_missile_hint
@exclude info_camera_link
@exclude info_darknessmode_lightsource
@exclude info_intermission
@exclude info_mass_center
@exclude info_no_dynamic_shadow
@exclude info_overlay_transition
@exclude info_projecteddecal
@exclude info_radar_target
@exclude info_radial_link_controller
@exclude info_target_advisor_roaming_crash
@exclude info_target_vehicle_transition
@exclude info_teleporter_countdown
@exclude item_dynamic_resupply
@exclude keyframe_track
@exclude logic_achievement
@exclude logic_active_autosave
@exclude logic_lineto
@exclude logic_playmovie
@exclude logic_scene_list_manager
@exclude material_modify_control
@exclude monster_generic
@exclude move_keyframed
@exclude move_track
@exclude npc_crabsynth
@exclude npc_cranedriver
@exclude npc_enemyfinder_combinecannon
@exclude npc_fastzombie_torso
@exclude npc_fisherman
@exclude npc_heli_avoidbox
@exclude npc_heli_avoidsphere
@exclude npc_heli_nobomb
@exclude npc_hunter_maker
@exclude npc_ichthyosaur
@exclude npc_kleiner
@exclude npc_launcher
@exclude npc_magnusson
@exclude npc_missiledefense
@exclude npc_monk
@exclude npc_mortarsynth
@exclude npc_mossman
@exclude npc_puppet
@exclude npc_rollermine
@exclude npc_seagull
@exclude npc_spotlight
@exclude npc_stalker
@exclude npc_turret_ground
@exclude path_corner_crash
@exclude physics_cannister
@exclude player_loadsaved
@exclude player_speedmod
@exclude player_weaponstrip
@exclude point_antlion_repellant
@exclude point_apc_controller
@exclude point_bonusmaps_accessor
@exclude point_clientui_dialog
@exclude point_combine_ball_launcher
@exclude point_devshot_camera
@exclude point_flesh_effect_target
@exclude point_gamestats_counter
@exclude point_tesla
@exclude prop_coreball
@exclude prop_hallucination
@exclude prop_magic_carpet
@exclude prop_physics_multiplayer
@exclude prop_scalable
@exclude prop_thumper
@exclude prop_vehicle
@exclude prop_vehicle_airboat
@exclude prop_vehicle_cannon
@exclude prop_vehicle_choreo_generic
@exclude prop_vehicle_crane
@exclude prop_vehicle_driveable
@exclude prop_vehicle_jeep
@exclude prop_vehicle_prisoner_pod
@exclude script_intro
@exclude script_tauremoval
@exclude trigger_physics_trap
@exclude trigger_playermovement
@exclude trigger_rpgfire
@exclude trigger_tonemap
@exclude trigger_vphysics_motion
@exclude trigger_waterydeath
@exclude trigger_weapon_dissolve
@exclude trigger_weapon_strip
@exclude trigger_wind
@exclude vehicle_viewcontroller
@exclude vgui_movie_display
@exclude vgui_screen
@exclude vgui_slideshow_display
@exclude water_lod_control
@exclude weapon_alyxgun
@exclude weapon_annabelle
@exclude weapon_brickbat
@exclude weapon_striderbuster
@exclude weapon_stunstick
// Entity groups. This list specifies which entity groups will show up in the entity tool and in what
// order. If an entity specifies a group that is not in this list it will not be displayed in the tool.
// This allows the mod specific fgd to control the ui.
@EntityGroup "Player" { start_expanded = true }
@EntityGroup "Lighting" { start_expanded = true }
@EntityGroup "Fog & Sky" { start_expanded = true }
@EntityGroup "NPCs" { start_expanded = true }
@EntityGroup "Items"
@EntityGroup "Ammo"
@EntityGroup "Logic"
// Add an override of player start inoder to add it to the ui
@OverrideClass
metadata
{
entity_tool_name = "Player Start"
entity_tool_group = "Player"
entity_tool_tip = "Entity which specifies where the player will start."
}
= info_player_start :
[
]
@SolidClass base(worldbase) = worldspawn :
"This is the world entity. Each map can only contain one, and it's automatically created for you."
[
baked_light_index_min(integer) : "Baked Light Minimum Index" : "0" : "Baked lights in this map will not have a value smaller than this number. Use to avoid conflicts in dynamically loaded prefabs."
baked_light_index_max(integer) : "Baked Light Maximum Index" : "256" : "Baked lights in this map will not have a value equal to or larger than this number. Use to avoid conflicts in dynamically loaded prefabs."
max_lightmap_resolution(choices) : "Maximum Lightmap Resolution" : "0" =
[
"0" : "No Maximum"
"512" : "512"
"1024" : "1024"
"2048" : "2048"
"4096" : "4096"
"8192" : "8192"
"16384" : "16384"
]
lightmap_queries(boolean) : "Lightmap Queries" : "1" : "Generates data which can be used to lookup lightmap UVs at a given position, useful for high-fidelity illumination of bullet decals on lightmapped geometry."
]
@BaseClass = shared_enable_disable
[
start_enabled(boolean) : "Start Enabled" : "1"
input Enable(void) : "Enable"
input Disable(void) : "Disable"
input Toggle(void) : "Toggle"
]
@SolidClass base(Trigger)
vecline_local( target_point, 255, 200, 200 )
vecline_local( top_point, 255, 200, 200 )
vecline_local( bottom_point, 200, 255, 200 )
text_local( target_point, " Target", 255, 200, 200 )
text_local( top_point, " Top", 255, 200, 200 )
text_local( bottom_point, " Bottom", 200, 255, 200 )
= trigger_traversal_modifier :
"A trigger that modifies where the player should be teleported when their teleport attempt touches this trigger."
[
target_point(local_point) : "Target" : "0 0 0" : "If set, the player will be teleported to this point. If not set, it'll fall back to testing the top & bottom points."
top_point(local_point) : "Top" : "0 64 0" : "If the Target point isn't set, the player will be teleported to this point if they're teleporting from a point that's closer to the bottom point."
bottom_point(local_point) : "Bottom" : "64 0 0" : "If the Target point isn't set, the player will be teleported to this point if they're teleporting from a point that's closer to the top point."
instant_traversal(boolean) : "Traverse Instantly" : "0" : "If set, the player won't have to wait for the traversal icon to show."
wooden(boolean) : "Wooden" : "0" : "Is the ladder wooden."
object_type(choices) : "Modifier Type" : "0" =
[
"0" : "Ladder"
"1" : "Window"
"2" : "Portal Window"
]
window_shatter(boolean) : "Window Shatter" : "0" : "Set to shatter a breakable window when passing through."
]
@SolidClass base(Trigger)
vecline_local( point_A, 255, 200, 200 )
vecline_local( point_B, 255, 200, 200 )
text_local( point_A, " A", 255, 200, 200 )
text_local( point_B, " B", 255, 200, 200 )
= trigger_traversal_modifier_to_line :
"A trigger that modifies where the player should be teleported when their teleport attempt touches this trigger. It moves the teleport point to the nearest point on the line between points A & B."
[
point_A(local_point) : "Point A" : "0 0 0"
point_B(local_point) : "Point B" : "0 64 0"
]
@SolidClass base(Trigger) = trigger_traversal_no_teleport :
"A trigger that will clip the teleport trace. You must texture this entity with the toolsteleportclip material to enable functionality."
[
]
@SolidClass base(Trigger) = trigger_traversal_invalid_spot :
"A trigger that will keep players from ending there teleport inside or on top of this trigger, but will allow them to move past it."
[
allow_walk_move(boolean) : "Allow walk move on this spot." : "0"
]
@SolidClass base(Trigger)
= trigger_traversal_tp_interrupt
[
landing_entity_name(target_destination) : "Landing Entity"
landing_relative_offset(local_point) : "Landing Offset" : "0 0 0"
tp_suppress_remind_interval(float) [ group="Player Capture" ] : "TP Suppress Reminder Interval" : "1"
capture_on_interrupt(boolean) [ group="Player Capture" ] : "Capture Player On Interrupt" : "1"
capture_on_touch(boolean) [ group="Player Capture" ] : "Capture Player On Trigger Touch" : "0"
capture_ignore_continuous(boolean) [ group="Player Capture" ] : "Do not Capture Continuous Movement Player" : "0"
tp_suppress_sound(sound) [ group="Sounds" ] : "TP Suppress Sound"
interrupt_sound(sound) [ group="Sounds" ] : "Interrupt/Capture Sound"
input ReleasePlayer(void) : "Release a captured player."
output OnTPInterrupted(void) : "OnPlayerCaptured"
]
@BaseClass = VRHandAttachment
[
output OnAttachedToHand(void) : "Fired when the item is attached to the player's hand (i.e. pickup)"
output OnDetachedFromHand(void) : "Fired when the item is attached to the player's hand (i.e. drop)"
]
// Base class for items which are actually derived from CPropPhysics instead of CItem
@BaseClass color(0 0 200) base(Targetname, Shadow) sphere(fademindist) sphere(fademaxdist) = BaseItemPhysics
[
output OnPlayerPickup(void) : "Fires when the player picks up this object"
output OnPhysGunDrop(void) : "Dropped by the player or physgun"
output OnGlovePulled(void) : "Pulled by the gravity gloves"
fademindist(float) [ group="Render Properties" ] : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade."
fademaxdist(float) [ group="Render Properties" ] : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades."
fadescale(float) [ group="Render Properties" ] : "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." +
spawnflags(flags) [ group="Physics Properties" ] =
[
1 : "Start Asleep" : 0
8 : "Motion Disabled" : 0
]
interactAs(string) [ group="Physics Properties" ] : "interactAs" : "" : "comma-separated list of interaction layers"
]
@PointClass base(Targetname, Parentname, VRHandAttachment) model() = item_hlvr_prop_flashlight
[
spawnflags(Flags) =
[
// Using a less common flag value as an optimization. See CHandUseController::CanPickupObject.
1048576: "Start Constrained" : 0
]
model(studio) : "Model" : "models/weapons/vr_flashlight/vr_flashlight.vmdl"
StartDisabled(boolean) : "Start Disabled" : 0
BounceLightEnabled(boolean) : "Enable fake bounce light on spawn" : 0 : "Bounce light will turn on when player picks up flashlight no matter what; this enables the bounce from spawn."
input Enable(void) : "Enable the flashlight"
input Disable(void) : "Turn off the flashlight over specified duration"
output OnPickup(void) : "OnPickup"
output OnAttachedToHand(void) : "OnAttachedToHand"
]
@PointClass base(Item, VRHandAttachment) editormodel("models/weapons/vr_alyxgun/vr_alyxgun.vmdl") = item_hlvr_weapon_energygun
[
set_spawn_ammo(integer) : "Number of bullets in the clip (Default is no clip)" : "-1"
]
@PointClass base(Item, VRHandAttachment, Parentname) editormodel("models/weapons/vr_alyxgun/vr_alyxgun.vmdl") = hlvr_weapon_energygun
[
set_spawn_ammo(integer) : "Number of bullets in the clip (Default is no clip)" : "-1"
input ForceFire(float) : "Force the gun to fire a single round, if it has ammo in it."
]
@PointClass base(Item, VRHandAttachment, Parentname) editormodel("models/weapons/vr_shotgun/vr_shotgun_b.vmdl") = item_hlvr_weapon_shotgun
[
set_spawn_ammo(integer) : "Number of bullets in the clip (Default is no clip)" : "-1"
]
@PointClass base(Item, VRHandAttachment) editormodel("models/weapons/vr_ipistol/vr_ipistol.vmdl") = item_hlvr_weapon_rapidfire
[
set_spawn_ammo(integer) : "Number of bullets in the clip (Default is no clip)" : "-1"
]
@PointClass base(Item, VRHandAttachment) editormodel("models/weapons/vr_alyxgun/vr_alyxgun.vmdl") = item_hlvr_weapon_generic_pistol
[
inventory_name(string): "Inventory name (should be unique)" : "generic_pistol"
inventory_model(resource:model) : "Inventory model" : "models/interface/inventory/pistol_interface_ui.vmdl"
inventory_position(choices) : "Inventory position" : "8" =
[
"1" : "Top"
"4" : "Bottom"
"8" : "Right"
"9" : "Left"
]
set_spawn_ammo(integer) : "Number of bullets in the clip (Default is no clip)" : "-1"
ammo_per_clip(integer) : "Ammo per clip" : "10"
damage(integer) : "Damage" : "8"
attack_interval(float) : "Attack interval (seconds)" : "0.175"
clip_grab_dist(float) : "Clip grab distance (inches)" : "8.0"
bullet_count_anim_rate(float) : "Bullet count anim rate" : "1.0"
slide_interact_min_dist(float) : "Slide interaction min distance (inches)" : "6.0"
slide_interact_max_dist(float) : "Slide interaction max distance (inches)" : "6.0"
bottom_grip_min_dist(float) : "Bottom grip min distance (inches)" : "4.0"
bottom_grip_max_dist(float) : "Bottom grip max distance (inches)" : "4.5"
bottom_grip_disengage_dist(float): "Bottom grip disengage distance (inches)" : "5.0"
model_right_handed(resource:model) : "Model right handed" : "models/weapons/vr_alyxgun/vr_alyxgun.vmdl"
model_left_handed(resource:model) : "Model left handed" : "models/weapons/vr_alyxgun/vr_alyxgun_lhand.vmdl"
slide_model_right_handed(resource:model) : "Slide model right handed" : "models/weapons/vr_alyxgun/vr_alyxgun_slide_anim_interact.vmdl"
slide_model_left_handed(resource:model) : "Slide model left handed" : "models/weapons/vr_alyxgun/vr_alyxgun_slide_anim_interact_lhand.vmdl"
clip_model_right_handed(resource:model) : "Clip model right handed" : "models/weapons/vr_alyxgun/vr_alyxgun_clip.vmdl"
clip_model_left_handed(resource:model) : "Clip model left handed" : "models/weapons/vr_alyxgun/vr_alyxgun_clip_lhand.vmdl"
single_bullet_model(resource:model): "Single bullet model": "models/weapons/vr_alyxgun/vr_alyxgun_bullet.vmdl"
eject_shell_model(resource:model) : "Eject shell model" : "models/weapons/vr_shellcases/pistol_shellcase01.vmdl"
shoot_sound(sound) : "Shoot sound" : "AlyxPistol.Fire"
no_ammo_sound(sound) : "No ammo sound" : "AlyxPistol.CarryingNoAmmo"
last_shot_chambered(sound) : "Last shot chambered sound" : "Pistol.LastShotChambered"
slide_lock_sound(sound): "Slide lock sound" : "Pistol.SlideLock"
slide_back_sound(sound): "Slide back sound" : "AlyxPistol.Slideback"
slide_close_sound(sound): "Slide close sound" : "Pistol.CloseSlide"
clip_insert_sound(sound): "Clip insert sound" : "Pistol.ClipInsert"
clip_release_sound(sound): "Clip release sound" : "Pistol.ClipRelease"
muzzle_flash_effect(particlesystem) : "Muzzle flash effect" : "particles/weapon_fx/muzzleflash_pistol_small.vpcf"
tracer_effect(particlesystem) : "Tracer effect" : "particles/tracer_fx/pistol_tracer.vpcf"
eject_shell_smoke_effect(particlesystem) : "Eject shell smoke effect" : "particles/weapon_fx/weapon_shell_smoke.vpcf"
glow_effect(particlesystem) : "Glow effect" : "models/weapons/vr_alyxgun/vr_alyxgun_worlditem_glow.vpcf"
barrel_smoke_effect(particlesystem) : "Barrel smoke effect" : "particles/weapon_fx/weapon_pistol_barrel_smoke.vpcf"
clip_glow_effect(particlesystem) : "Clip glow effect" : "models/weapons/vr_alyxgun/vr_alyxgun_clip_glow.vpcf"
]
@PointClass base(Item) model() = hlvr_weapon_crowbar
[
model(studio) : "Model" : "models/weapons/w_crowbar.vmdl"
output OnCrowbarAcquired(void) : "Fired when the item is first picked up from the world"
]
@PointClass base(Item, DamageFilter) model("models/weapons/vr_grenade/grenade_unarmed.vmdl")
metadata
{
entity_tool_name = "Frag Grenade"
entity_tool_group = "Items"
}
= item_hlvr_grenade_frag
[
ammobalancing_removable(choices) : "Removal Allowed for Ammo Balancing" : "0" =
[
"0" : "No"
"1" : "Yes"
]
input ArmGrenade(float) : "Set to arm the grenade for the specified amount of seconds"
output OnExplode(void) : "Fired when the grenade explodes"
interactAs(string) [ group="Physics Properties" ] : "interactAs" : "" : "comma-separated list of interaction layers"
]
@PointClass base(Item) model("models/combine_helicopter/helicopter_bomb01.vmdl") = item_hlvr_grenade_remote_sticky
[
input RemoteDetonate(void) : "Detonate the sticky remotely"
]
@PointClass base(Item) model("models/props/combine/combine_truck_gun_projectile.vmdl") = item_hlvr_grenade_bomb
[
]
@PointClass base(Item) editormodel("models/weapons/vr_xen_grenade/vr_xen_grenade.vmdl")
metadata
{
entity_tool_name = "Xen Grenade"
entity_tool_group = "Items"
}
= item_hlvr_grenade_xen
[
]
@BaseClass = HLVRAmmo
[
ammobalancing_removable(choices) : "Removal Allowed for Ammo Balancing" : "0" =
[
"0" : "No"
"1" : "Yes"
]
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_alyxgun/vr_alyxgun_clip.vmdl")
metadata
{
entity_tool_name = "Pistol Ammo"
entity_tool_tip = "Single ammo clip for the pistol"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_energygun
[
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_alyxgun/pistol_clip_holder.vmdl")
metadata
{
entity_tool_name = "Pistol Ammo Pack"
entity_tool_tip = "Four ammo clips for the pistol"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_energygun_multiple
[
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_ipistol/capsule_power_cell.vmdl")
metadata
{
entity_tool_name = "Rapid Fire Ammo"
entity_tool_tip = "A power cell for the Combine rapid fire gun"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_rapidfire
[
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model( "models/weapons/vr_shotgun/shell_hand.vmdl" )
metadata
{
entity_tool_name = "Shotgun Ammo"
entity_tool_tip = "Single shell for the shotgun"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_shotgun_single
[
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_ammo/shotgun_shell_ammo_box.vmdl")
metadata
{
entity_tool_name = "Shotgun Ammo Pack"
entity_tool_tip = "A box of multiple shells for the shotgun"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_shotgun_multiple
[
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_alyxgun/vr_alyxgun_clip.vmdl")
metadata
{
entity_tool_name = "Generic Pistol Ammo"
entity_tool_tip = "Single ammo clip for the pistol"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_generic_pistol
[
ammo_per_clip(integer): "Ammo per clip" : "8"
model_right_handed(resource:model): "Model right handed" : "models/weapons/vr_alyxgun/vr_alyxgun_clip.vmdl"
model_left_handed(resource:model): "Model left handed" : "models/weapons/vr_alyxgun/vr_alyxgun_clip_lhand.vmdl"
glow_effect(particlesystem): "Glow effect" : "models/weapons/vr_alyxgun/vr_alyxgun_clip_glow.vpcf"
]
@PointClass base(BaseItemPhysics,HLVRAmmo) model("models/weapons/vr_alyxgun/pistol_clip_holder.vmdl")
metadata
{
entity_tool_name = "Generic Pistol Ammo Pack"
entity_tool_tip = "Four ammo clips for generic"
entity_tool_group = "Ammo"
}
= item_hlvr_clip_generic_pistol_multiple
[
ammo_per_clip(integer): "Ammo per clip" : "32"
model(resource:model): "Model" : "models/weapons/vr_alyxgun/pistol_clip_holder.vmdl"
glow_effect(particlesystem): "Glow effect" : "models/weapons/vr_alyxgun/vr_alyxgun_clip_holder_glow.vpcf"
]
@PointClass base(BaseItemPhysics,Parentname) model("models/weapons/vr_alyxhealth/vr_health_pen.vmdl")
metadata
{
entity_tool_name = "Health Pen"
entity_tool_tip = "Health Injection Pen"
entity_tool_group = "Items"
}
= item_healthvial
[
ammobalancing_removable(choices) : "Removal Allowed for Ammo Balancing" : "0" =
[
"0" : "No"
"1" : "Yes"
]
spawnflags(flags) [ group="Physics Properties" ] =
[
1048576: "Physgun can ALWAYS pick up. No matter what." : 0
]
]
@PointClass base(Item) model() = item_hlvr_weapon_grabbity_glove
[
model(studio) : "Model" : "models/hands/grabbity_glove_worldmodel.vmdl"
output OnGrabbityGloveEquipped(void) : "Fired when the item is first picked up from the world"
]
@PointClass base(Item) model() = item_hlvr_weapon_grabbity_slingshot
[
model(studio) : "Model" : "models/hands/grabbity_glove_worldmodel.vmdl"
output OnGrabbitySlingshotEquipped(void) : "Fired when the item is first picked up from the world"
]
@PointClass base(BaseItemPhysics) model("models/weapons/vr_tripmine/tripmine.vmdl") = item_hlvr_weapon_tripmine
[
StartActivated(boolean) : "Armed on Spawn" : "0"
StartAttached(boolean) : "Attach on Spawn" : "0"
PreventTripping(boolean) : "Prevent Tripping" : "0" : "The mine not trip or explode but the laser will be on."
HackDifficultyName( string ) : "Hack Difficulty Name" : "Medium" : "The name for this tripmine hack that matches the difficulty values specified in holo_hacking_difficulty.txt."
input AllowTripping(void) : "Allows the mine to be tripped."
input ActivateMine(void) : "Activates mine."
input DeactivateMine(void) : "Deactivates mine."
output OnExplode(void) : "Fired when the tripmine explodes"
output OnHackStarted( void ) : "Fires when the hack has been started."
output OnHackStopped( void ) : "Fires when the hack has been stopped."
output OnHackSuccess( void ) : "Fires when the hack has been successfully completed."
output OnHackFailed( void ) : "Fires when the hack has failed."
output OnHackSuccessAnimationComplete( void ) : "Fires when the hack has been successfully completed and the hacking plug has returned back to its idle position."
output OnPuzzleCompleted( void ) : "Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro."
output OnPuzzleSuccess( void ) : "Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro."
output OnPuzzleFailed( void ) : "Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro."
]
@PointClass base(Item, VRHandAttachment) model() = item_hlvr_weapon_radio
[
model(studio) : "Model" : "models/props/max/walkietalkie/walkietalkie.vmdl"
]
@PointClass base(Item, VRHandAttachment) model() = item_hlvr_multitool
[
model(studio) : "Model" : "models/weapons/vr_alyxtool/alyx_tool.vmdl"
]
@NPCClass base(BaseHeadcrab) model("models/creatures/headcrab_reviver/headcrab_reviver.vmdl") = npc_headcrab_runner : "Runner Headcrab"
[
reviver_group(string) : "Reviver Group" : "" : "If set, this Runner will only attempt to revive zombies with a matching reviver group."
input ForceRevive(target_destination) : "Immediately attach and revive a named zombie"
output OnReviverInhabit(void) : "Fired when the reviver inhabits a zombie."
output OnReviverEscape(void) : "Fired when the reviver exits its host."
]
@PointClass base(Item) model("models/weapons/modules/module_rapidfire.vmdl") = item_hlvr_weaponmodule_rapidfire : "WeaponModule Rapidfire"
[
]
@PointClass base(Item) model("models/weapons/modules/module_ricochet.vmdl") = item_hlvr_weaponmodule_ricochet : "WeaponModule Ricochet"
[
]
@PointClass base(Item) model("models/creatures/snark/snark.vmdl") = item_hlvr_weaponmodule_snark : "WeaponModule Snark"
[
]
@PointClass base(Item) model("models/weapons/vr_alyxgun/vr_alyxgun_attach_zap.vmdl") = item_hlvr_weaponmodule_zapper : "WeaponModule Zapper"
[
]
@PointClass base(Item) model("models/weapons/modules/module_missile.vmdl") = item_hlvr_weaponmodule_guidedmissle : "WeaponModule GuidedMissle"
[
]
@PointClass base(Item) model("models/weapons/modules/module_missile_cluster.vmdl") = item_hlvr_weaponmodule_guidedmissle_cluster : "WeaponModule GuidedMissleCluster"
[
]
@PointClass base(Item) model("models/weapons/modules/module_ricochet.vmdl") = item_hlvr_weaponmodule_physcannon : "WeaponModule PhysCannon"
[
]
@PointClass base(Item) model("models/weapons/vr_grenade/vr_grenade_01_pin.vmdl") = hlvr_grenadepin_proxy : "Grenade Pin"
[
]
@SolidClass base(func_nav_markup) = func_hlvr_nav_markup
[
// See markup_volume_tagged
tagFieldNames(string) : "<internal>" : "navProperty_NavAttributes,navProperty_NavGen" : "<internal>"
]
@SolidClass base(Targetname) tags( NavMarkup )
metadata
{
auto_apply_material = "materials/tools/toolsnavattribute.vmat"
}
= func_nav_blocker : "A brush entity that can block nav areas touching its AABB."
[
StartDisabled(boolean) : "Start Disabled" : 0
input BlockNav(string) : "Starts blocking nav areas."
input UnblockNav(void) : "Stops blocking nav areas."
]
@PointClass base(Targetname, Parentname, BaseFadeProp, EnableDisable) tags( PropDynamic ) model() = prop_animinteractable: "Animating Interactable"
[
model(studio) : "Model" : "models/interaction/anim_interact/valve/valve.vmdl"
InitialCompletionAmount(float) : "Initial Completion Amount" : "0" : "When the interactable prop spawns, it will start with its animation already completed by this amount. Change this value if you want the prop to start in the middle, end, or any other non-standard amount."
TargetCompletionValueA(float) : "Target Completion Value A" : "1" : "Fire event A when this amount is reached, -1 means disabled"
TargetCompletionValueB(float) : "Target Completion Value B" : "-1" : "Fire event B when this amount is reached, -1 means disabled"
TargetCompletionValueC(float) : "Target Completion Value C" : "-1" : "Fire event C when this amount is reached, -1 means disabled"
TargetCompletionValueD(float) : "Target Completion Value D" : "-1" : "Fire event D when this amount is reached, -1 means disabled"
TargetCompletionValueE(float) : "Target Completion Value E" : "-1" : "Fire event E when this amount is reached, -1 means disabled"
TargetCompletionValueF(float) : "Target Completion Value F" : "-1" : "Fire event F when this amount is reached, -1 means disabled"
TargetCompletionThreshold(float) : "Target Completion Threshold" : "0.1" : "Don't fire a completion event again until the user moves at least this much beyond the completion value (and back)."
ObjectRequirement(string) : "Object requirement" : "" : "Require this object as a hand attachment to interact."
OnlyRunForward(boolean) : "Only run forward" : "0" : "Only allow the animation to proceed forward"
OnlyRunBackward(boolean) : "Only run backward" : "0" : "Only allow the animation to proceed backward"
LimitForward(float) : "Limit Forward" : "1" : "Restrict the animation range forward this many cycles"
LimitBackward(float) : "Limit Backward" : "0" : "Restrict the animation range backward this many cycles"
LimitStop(float) : "Limit Stop" : "-1" : "Restrict the forward animation progress but not the overall range"
StartLocked(boolean) : "Start Locked" : "0" : "Spawn in the locked state"
LimitLocked(float) : "Limit Locked" : "0" : "Restrict the animation range this many cycles when locked"
ReturnToCompletion(boolean) : "Return to Completion" : "0" : "When the player releases the handle, return autonomously."
ReturnToCompletionAmount(float) : "Return to Completion Amount" : "0" : "When the player releases the handle, return to this amount of completion autonomously."
ReturnToCompletionThreshold(float) : "Return to Completion Threshold" : "-1" : "Determines the threshold [0,1] for the Return to Completion value to be set to 0 or 1 automatically when the player releases the handle."
ReturnToCompletionDelay(float) : "Return to Completion Delay" : "0" : "When using single controller mode, delay starting Return To Completion for a short period of time when the player releases the handle. ForcePlayerRelease overrides this setting and ReturnToCompletion will start normally."
AnimationDuration(float) : "Total Animation Duration" : "5" : "Used when returning to the return-to-completion amount. If the animation had to return over its entire length, it'd take this long."
StartSound(sound) : "Start Sound" : : "Sound to make when motion begins."
MoveSound(sound) : "Movement Sound" : : "Sound to make while moving."
StopSound(sound) : "Stop Sound" : : "Player stops interacting with the prop"
OpenCompleteSound(sound) : "Open Complete Sound" : : "Sound for the open animation completing"
CloseCompleteSound(sound) : "Close Complete Sound" : : "Sound for the close animation completing"
BounceSound(sound) : "Bounce Sound" : : "Sound to make when motion end transition begins"
LockedSound(sound) : "Locked Sound" : : "Sound to make when the player interacts with the handle while it is locked."
ReturnForwardMoveSound(sound) : "Return to Completion Forward Move Sound" : : "Sound for movement during return to completion forward"
ReturnBackwardMoveSound(sound) : "Return to Completion Backward Move Sound" : : "Sound for movement during return to completion backward"
InteractionBoneName(string) : "Interaction Bone Name" : "interact" : "Name of the model interaction bone to match (substring search)"
ReturnToCompletionStyle(choices) : "Motion style when returning to completion amount" : "0" =
[
"0" : "Ease-in, ease-out"
"1" : "Ease-in only"
"2" : "Ease-out only"
"3" : "Bounce"
"4" : "Lerp"
]
AllowGravityGunPull(boolean) : "Allow Gravity Gun Pull" : "0" : "Responds to Gravity gun pull"
RetainVelocity(boolean) : "Retain Velocity" : "0" : "Retain some velocity from the player's hand"
ReactToDynamicPhysics(boolean) : "React To Dynamic Physics" : "0" : "Move when hit by physics forces"
IgnoreHandRotation(boolean) : "Ignore Hand Rotation" : "1" : "Ignore the rotation (twisting) of the player's hand when interacting"
IgnoreHandPosition(boolean) : "Ignore Hand Position" : "0" : "Ignore the position (offset) of the player's hand when interacting"
DoHapticsOnBothHands(boolean) : "Do Haptics on both hands" : "0" : "Fires haptic pulses on both hands when interacting."
PositiveResistance(float) : "Resistance" : "1" : "Amount of Resistance on Anim Interactable movement (ie 1.0 full, 0.1 slow)"
UpdateChildModels(boolean) : "Update Children" : "0" : "Sets the animation cycle of the children of the Anim Interactable entity"
NormalizeChildModelUpdates(boolean) : "Normalize Updates to Children" : "0" : "Remaps updates to the child models to be between 0 and 1 over the entire range of the interactable."
ChildModelAnimgraphParameter(string) : "Child Model Animgraph Parameter" : "" : "The animgraph parameter to update for the child model. Sets the animation cycle directly if none is specified."
SetNavIgnore(boolean) : "Set Nav Ignore" : "0" : "Ignored by NPC movement"
CreateNavObstacle(boolean) : "Create Nav Obstacle" : "0" : "Create a navigation obstacle to assist NPC pathfinding"
ReleaseOnPlayerDamage(boolean) : "Release on Damage" : "0" : "Forces Player to Stop Interacting if they take damage"
BehaveAsPropPhysics(boolean) : "Spawn behaving like a prop_physics" : "0" : "On initial spawn, act like a prop_physics. Won't be usable as an anim interactable until it receives a 'StopBehavingLikePropPhysics' input."
AddToSpatialPartition(boolean) : "Add To Spatial Partition" : "1" : "Set to true if the animinteractable is static or has a small move bounds (doors, levers)"
interactAs(string) : "interactAs" : "" : "comma-separated list of interaction layers"
output OnInteractStart(void) : "Fired when the interaction is initiated"
output OnInteractStop(void) : "Fired when the interaction is ended"
output OnGravityGunPull(void) : "Fired when the prop is gravity pulled"
output OnCompletionA(void) : "Fired when the completion amount A is reached or crossed"
output OnCompletionA_Forward(void) : "Fired when the completion amount A is reached or crossed while animation is moving forward"
output OnCompletionA_Backward(void) : "Fired when the completion amount A is reached or crossed while animation is moving backward"
output OnCompletionB(void) : "Fired when the completion amount B is reached or crossed"
output OnCompletionB_Forward(void) : "Fired when the completion amount B is reached or crossed while animation is moving forward"
output OnCompletionB_Backward(void) : "Fired when the completion amount B is reached or crossed while animation is moving backward"
output OnCompletionC(void) : "Fired when the completion amount C is reached or crossed"
output OnCompletionC_Forward(void) : "Fired when the completion amount C is reached or crossed while animation is moving forward"
output OnCompletionC_Backward(void) : "Fired when the completion amount C is reached or crossed while animation is moving backward"
output OnCompletionD(void) : "Fired when the completion amount D is reached or crossed"
output OnCompletionD_Forward(void) : "Fired when the completion amount D is reached or crossed while animation is moving forward"
output OnCompletionD_Backward(void) : "Fired when the completion amount D is reached or crossed while animation is moving backward"
output OnCompletionE(void) : "Fired when the completion amount E is reached or crossed"
output OnCompletionE_Forward(void) : "Fired when the completion amount E is reached or crossed while animation is moving forward"
output OnCompletionE_Backward(void) : "Fired when the completion amount E is reached or crossed while animation is moving backward"
output OnCompletionF(void) : "Fired when the completion amount F is reached or crossed"
output OnCompletionF_Forward(void) : "Fired when the completion amount F is reached or crossed while animation is moving forward"
output OnCompletionF_Backward(void) : "Fired when the completion amount F is reached or crossed while animation is moving backward"
output OnCompletionExitA(void) : "Fired when the completion amount A is Exited"
output OnCompletionExitB(void) : "Fired when the completion amount B is Exited"
output OnCompletionExitC(void) : "Fired when the completion amount C is Exited"
output OnCompletionExitD(void) : "Fired when the completion amount D is Exited"
output OnCompletionExitE(void) : "Fired when the completion amount E is Exited"
output OnCompletionExitF(void) : "Fired when the completion amount F is Exited"
output Position(float) : "Fired whenever the animation changes. Output is the amount of animation completed (between 0 and 1)"
output PositionInverted(float) : "Fired whenever the animation changes. Output is the inverse of the amount of animation completed (between 1 and 0)"
output PositionRaw(float) : "Fired whenever the animation changes. Output is the amount of animation completed (raw completion value)"
output Velocity(float) : "Fired whenever the animation changes. Output is the delta in animation change since last tick (between -1 & 1)"
output PositionInitialLimitsRemap(float) : "Fired whenever the animation changes. Output is the amount of animation completed using the initial backward/forward limits (between 0 and 1)"
input SetCompletionValue(float) : "Sets the current completion value, without firing any events."
input SetCompletionValueA(float) : "Sets the target completion value A amount (when event A will be fired). -1 means disabled."
input SetCompletionValueB(float) : "Sets the target completion value B amount (when event B will be fired). -1 means disabled."
input SetCompletionValueC(float) : "Sets the target completion value C amount (when event C will be fired). -1 means disabled."
input SetCompletionValueD(float) : "Sets the target completion value D amount (when event D will be fired). -1 means disabled."
input SetCompletionValueE(float) : "Sets the target completion value E amount (when event E will be fired). -1 means disabled."
input SetCompletionValueF(float) : "Sets the target completion value F amount (when event F will be fired). -1 means disabled."
input SetReturnToCompletionAmount(float) : "Sets a new ReturnToCompletionAmount."
input EnableReturnToCompletion(void) : "Enable ReturnToCompletion"
input DisableReturnToCompletion(void) : "Disable ReturnToCompletion"
input EnableOnlyRunForward(void) : "Enable OnlyRunForward"
input DisableOnlyRunForward(void) : "Disable OnlyRunForward"
input SetAnimationDuration(float) : "Sets a new AnimationDuration."
input PlayAnimation(string) : "Play an animation."
input SetLimitForward(float) : "Sets a new LimitForward."
input SetLimitBackward(float) : "Sets a new LimitBackward."
input SetLimitStop(float) : "Sets a new LimitStop."
input Lock(void) : "Locks the animinteractable."
input Unlock(void) : "Unlocks the animinteractable."
input TurnIntoPhysicsProp(void) : "Removes the animinteractable and replaces it with a physics prop of the same model."
input SetPositiveResistance(float) : "Sets the amount of Resistance on Anim Interactable movement as a % of base movement (ie 1.0 full, 0.1 slow)"
input SetBodyGroup(string) : "Sets NPC bodygroup. Format is <BodygroupName,index> "
input ForcePlayerRelease(void) : "Forces the animinteractable to release the player's hand"
input SetReturnToCompletionStyle(integer) : "Set the motion style when returning to completion amount. 0 (Ease-in, ease-out), 1 (Ease-in only), 2 (Ease-out only), 3 (Bounce), 4 (Lerp)"
input DisableInteraction(boolean) : "Disable Interaction (1 to disable - 0 to re-enable)"
input StopBehavingLikePropPhysics(void) : "Stop behaving like a prop_physics, and switch to being a normal prop_animinteractable"
input EnableChildModelUpdates(void) : "Enable updates to any child models of this anim interactable"
input DisableChildModelUpdates(void) : "Disable updates to any child models of this anim interactable"
input ForceImmediateReturnToCompletion(float) : "Sets a new AnimationDuration, forces the player to release the animinteractable, and forces an immediate return to completion with the Lerp style."
]
@PointClass base( Targetname ) tags( Info ) iconsprite("editor/info_hlvr_equip_player.vmat")
metadata
{
entity_tool_name = "Player Equipment"
entity_tool_tip = "Specifies what weapons and items the player starts with"
entity_tool_group = "Player"
}
= info_hlvr_equip_player: "Equip HLVR Player"
[
equip_on_mapstart(boolean) : "Equip on map start" : "1"
energygun(boolean) : "Give Energygun" : "0"
shotgun(boolean) : "Give Shotgun" : "0"
rapidfire(boolean) : "Give Rapidfire Pistol" : "0"
multitool(boolean) : "Give Multi-tool" : "0"
flashlight(boolean) : "Give Flashlight" : "0"
flashlight_enabled(boolean) : "Flashlight is enabled" : "0"
grabbitygloves(boolean) : "Give Grabbity Gloves" : "0"
itemholder(boolean) : "Give Item Holder" : "0"
set_ammo(integer) : "Set Pistol Ammo (-1 to leave it)" : "-1"
set_ammo_rapidfire(integer) : "Set Rapid Fire Ammo (-1 to leave it). Needs to be multiple of 90" : "-1"
set_ammo_shotgun(integer) : "Set Shotgun Ammo (-1 to leave it)" : "-1"
set_resin(integer) : "Set Resin (-1 to leave it)" : "-1"
start_weapons_empty(boolean) : "Start Weapons Empty" : "0"
inventory_enabled(boolean) : "Enable inventory (Weapon Switch)" : "1"
backpack_enabled(boolean) : "Enable Backpack" : "1"
allow_removal(boolean) : "Allow Removal" : "0" : "If set, any equipment the player has that isn't flagged by this info_hlvr_equip_player will be removed from the player."
pistol_upgrade_lasersight( boolean ) : "Pistol Upgrade Laser Sight" : "0"
pistol_upgrade_reflexsight( boolean ) : "Pistol Upgrade Reflex Sight" : "0"
pistol_upgrade_bullethopper( boolean ) : "Pistol Upgrade Bullet Hopper" : "0"
pistol_upgrade_burstfire( boolean ) : "Pistol Upgrade Burst Fire" : "0"
rapidfire_upgrade_reflexsight( boolean ) : "Rapidfire Upgrade Reflex Sight" : "0"
rapidfire_upgrade_lasersight( boolean ) : "Rapidfire Upgrade Laser Sight" : "0"
rapidfire_upgrade_extended_magazine( boolean ) : "Rapidfire Upgrade Extended Magazine" : "0"
shotgun_upgrade_autoloader(boolean) : "Shotgun upgrade Autoloader" : "0"
shotgun_upgrade_grenade(boolean) : "Shotgun upgrade Grenade Launcher" : "0"
shotgun_upgrade_lasersight(boolean) : "Shotgun upgrade Laser Sight" : "0"
shotgun_upgrade_quickfire(boolean) : "Shotgun upgrade Quick Fire" : "0"
input EquipNow(void)
input EnableInventory(void)
input EnableBackpack(void)
]
@PointClass base( Targetname ) iconsprite("editor/point_hlvr_strip_player.vmat") = point_hlvr_strip_player: "Strip HLVR Player"
[
EnablePhysicsDelay(float) : "Enable Physics Delay" : "1" : "Delay before the stripped items enable their physics collision and can be affected by triggers."
DissolveItemsDelay(float) : "Dissolve Items Delay" : "3" : "Delay before the stripped items are dissolved."
ItemVelocity(float) : "Item Velocity" : "20" : "The velocity of the items as the exit the player."
input StripPlayer(void)
input StripPlayerQuiet(void)
]
@PointClass base(BasePropPhysics, Targetname, DamageFilter) model("models/props/supplycrate/supplycrate_01.vmdl")
metadata
{
entity_tool_name = "Item Crate"
entity_tool_tip = "Crate which can be configured to contain other items"
entity_tool_group = "Items"
}
= item_item_crate : "Item Crate"
[
ItemClass(choices) : "Item Type" : "item_hlvr_clip_energygun" : "Class name of the entity to spawn when the crate is broken" =
[
"item_hlvr_clip_energygun" : "Energy Gun Clip"
"item_hlvr_clip_energygun_multiple" : "Energy Gun Clip x 4"
"item_hlvr_clip_rapidfire" : "Rapid Fire Clip"
"item_hlvr_clip_shotgun_single" : "Shotgun Shell (Single)"
"item_hlvr_clip_shotgun_shells_pair" : "Shotgun Shells (Two)"
"item_hlvr_clip_shotgun_multiple" : "Shotgun Shells (Box)"
"item_healthvial" : "Health Pen"
"item_hlvr_grenade_frag" : "Frag Grenade"
"item_hlvr_health_station_vial" : "Health Station Vial"
]
CrateAppearance(choices) : "Crate Appearance" : 2 =
[
0 : "Default Appearance"
1 : "Radar Beacon Crate"
2 : "HLVR Small Crate"
]
ItemCount(integer) : "Item Count" : 1 : "Number of items to emit upon breakage"
SpecificResupply(target_destination) : "Specific resupply" : "" : "If item type is item_dynamic_resupply, specify a specific one to use instead of the master"
ammobalancing_removable(choices) : "Removal Allowed for Ammo Balancing" : "0" =
[
"0" : "No"
"1" : "Yes"
]
// Inputs
input Kill(void) : "Remove the item crate"
input Break(void) : "Breaks the breakable."
input SetHealth(integer) : "Sets a new value for health. If the breakable's health reaches zero it will break."
input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break."
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break."
// Outputs
output OnBreak(void) : "Fires when broken."
output OnHealthChanged(float) : "Fires when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]."
output OnCacheInteraction(void) : "This output fires when the player proves they have 'found' this crate. Fires on: Picked up by +USE, Picked up by Physcannon, Punted by Physcannon, Broken."
]
@OverrideClass = npc_cscanner
[
input SpawnAsAltScanner(void): "Spawns the Russell skin/bodygroup scanner"
]
@OverrideClass = npc_strider
[
input ForcePlayerAsEnemy(void) : "Maintain the player as the enemy while in a scripted state."
output OnQuarterHealth(void) : "Fired when this NPC reaches one quarter of its maximum health."
output OnThreeQuarterHealth(void) : "Fired when this NPC reaches three quarters of its maximum health."
output OnMinigunDisabled(void) : "Fired when the strider's minigun changes to disabled."
output OnMinigunEnabledLOS(void) : "Fired when the strider's minigun changes to enabled with LOS checking."
output OnMinigunEnabledSuppression(void) : "Fired when the strider's minigun changes to enabled without LOS checking (suppression fire)."
output OnAttackedByPlayerNoDamage(void) : "Fired when the strider is attacked by the player but no damage is taken."
]
@OverrideClass = ai_attached_item_manager
[
item_1(choices) : "Item 1" : "" : "Class name of item to attach in slot 1. If set to Default, the NPC's code will decide what it should be, if anything." =
[
"" : "Default (Code decides)"
"item_hlvr_clip_energygun" : "Energy Gun Clip"
"item_hlvr_clip_rapidfire" : "Rapidfire Clip"
"item_hlvr_clip_shotgun_single" : "Shotgun Shell (Single)"
"item_hlvr_clip_shotgun_shells_pair" : "Shotgun Shells (Two)"
"item_hlvr_clip_shotgun_multiple" : "Shotgun Shells (Box)"
"item_healthvial" : "Health Vial"
"item_hlvr_grenade_frag" : "Frag Grenade"
"item_hlvr_crafting_currency_small" : "Small Crafting Currency"
"npc_manhack_attached" : "Manhack (ONLY USE ON COMBINE OFFICERS)"
]
item_2(choices) : "Item 2" : "" : "Class name of item to attach in slot 2. If set to Default, the NPC's code will decide what it should be, if anything." =
[
"" : "Default (Code decides)"
"item_hlvr_clip_energygun" : "Energy Gun Clip"
"item_hlvr_clip_rapidfire" : "Rapidfire Clip"
"item_hlvr_clip_shotgun_single" : "Shotgun Shell (Single)"
"item_hlvr_clip_shotgun_shells_pair" : "Shotgun Shells (Two)"
"item_hlvr_clip_shotgun_multiple" : "Shotgun Shells (Box)"